Update settingtypes (#13428)

* Move settings to correct sections
* Improve titles and descriptions
* Make defaults in settingtypes.txt and defaultsettings.cpp match

Fixes #9002
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rubenwardy 2023-04-14 22:32:25 +01:00 committed by GitHub
parent b89077187b
commit 5cd6a22dd3
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4 changed files with 164 additions and 155 deletions

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@ -68,20 +68,16 @@
[*General]
# If enabled, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
enable_build_where_you_stand (Build inside player) bool false
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
cinematic (Cinematic mode) bool false
# Smooths rotation of camera. 0 to disable.
# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
# Smooths rotation of camera in cinematic mode. 0 to disable.
# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
# If enabled, you can place nodes at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
enable_build_where_you_stand (Build inside player) bool false
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
aux1_descends (Aux1 key for climbing/descending) bool false
@ -149,7 +145,7 @@ window_maximized (Window maximized) bool false
# If true, screen size is saved in screen_w and screen_h, and whether the window
# is maximized is stored in window_maximized.
# (Autosaving window_maximized only works if compiled with SDL.)
autosave_screensize (Autosave screen size) bool true
autosave_screensize (Remember screen size) bool true
# Fullscreen mode.
fullscreen (Full screen) bool false
@ -164,7 +160,7 @@ pause_on_lost_focus (Pause on lost window focus) bool false
# to not waste CPU power for no benefit.
fps_max (Maximum FPS) int 60 1 4294967295
# Vertical screen synchronization.
# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
vsync (VSync) bool false
# Maximum FPS when the window is not focused, or when the game is paused.
@ -250,7 +246,7 @@ display_gamma (Light curve gamma) float 1.0 0.33 3.0
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
[**Screenshots]
@ -349,6 +345,22 @@ texture_min_size (Minimum texture size) int 64 1 32768
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
[**Occlusion Culling]
# Type of occlusion_culler
#
# "loops" is the legacy algorithm with nested loops and O(n³) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
#
# This setting should only be changed if you have performance problems.
occlusion_culler (Occlusion Culler) enum bfs bfs,loops
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
enable_raytraced_culling (Enable Raytraced Culling) bool true
[*Shaders]
@ -357,14 +369,6 @@ fsaa (FSAA) enum 0 0,1,2,4,8,16
# This only works with the OpenGL video backend.
enable_shaders (Shaders) bool true
[**Tone Mapping]
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false
[**Waving Nodes]
# Set to true to enable waving leaves.
@ -407,12 +411,12 @@ enable_dynamic_shadows (Dynamic shadows) bool false
shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
# Maximum distance to render shadows.
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 200.0 10.0 1000.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
@ -446,15 +450,15 @@ shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Set the default tilt of Sun/Moon orbit in degrees.
# Games may change orbit tilt via API.
# Value of 0 means no tilt / vertical orbit.
# type: float min: -60 max: 60
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
[**Post processing]
[**Post Processing]
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false
# Enable automatic exposure correction
# When enabled, the post-processing engine will
@ -462,6 +466,10 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
# simulating the behavior of human eye.
enable_auto_exposure (Enable Automatic Exposure) bool false
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
[**Bloom]
@ -494,7 +502,7 @@ bloom_radius (Bloom Radius) float 1 0.1 8
# Volume of all sounds.
# Requires the sound system to be enabled.
sound_volume (Volume) float 0.7 0.0 1.0
sound_volume (Volume) float 0.8 0.0 1.0
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
@ -577,7 +585,7 @@ hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
clickable_chat_weblinks (Chat weblinks) bool true
# Optional override for chat weblink color.
chat_weblink_color (Weblink color) string
chat_weblink_color (Weblink color) string #8888FF
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
@ -619,26 +627,6 @@ enable_split_login_register (Enable split login/register) bool true
# URL to JSON file which provides information about the newest Minetest release
update_information_url (Update information URL) string https://www.minetest.net/release_info.json
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
update_last_checked (Last update check) string
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
update_last_known (Last known version update) int 0
# Type of occlusion_culler
# "loops" is the legacy algorithm with nested loops and O(N^3) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
occlusion_culler (Occlusion Culler) enum bfs bfs,loops
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
enable_raytraced_culling (Enable Raytraced Culling) bool true
[*Server]
# Name of the player.
@ -750,7 +738,7 @@ strip_color_codes (Strip color codes) bool false
chat_message_max_size (Chat message max length) int 500 10 65535
# Amount of messages a player may send per 10 seconds.
chat_message_limit_per_10sec (Chat message count limit) float 10.0 1.0
chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
# Kick players who sent more than X messages per 10 seconds.
chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
@ -1664,7 +1652,7 @@ shader_path (Shader path) path
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
# Shaders are supported by OpenGL and OGLES2 (experimental).
video_driver (Video driver) enum opengl,ogles1,ogles2,
video_driver (Video driver) enum ,opengl,ogles1,ogles2
# Distance in nodes at which transparency depth sorting is enabled
# Use this to limit the performance impact of transparency depth sorting
@ -2115,6 +2103,10 @@ noclip (Noclip) bool false
# Press the autoforward key again or the backwards movement to disable.
continuous_forward (Continuous forward) bool false
# This can be bound to a key to toggle camera smoothing when looking around.
# Useful for recording videos
cinematic (Cinematic mode) bool false
# Whether to show technical names.
# Affects mods and texture packs in the Content and Select Mods menus, as well as
# setting names in All Settings.
@ -2127,6 +2119,16 @@ show_technical_names (Show technical names) bool false
# Changing this setting requires a restart.
enable_sound (Sound) bool true
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
update_last_checked (Last update check) string
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
update_last_known (Last known version update) int 0
# Key for moving the player forward.
keymap_forward (Forward key) key KEY_KEY_W

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@ -18,24 +18,19 @@
## General
# If enabled, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
# type: bool
# cinematic = false
# Smooths rotation of camera. 0 to disable.
# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
# Smooths rotation of camera in cinematic mode. 0 to disable.
# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
# If enabled, you can place nodes at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
# type: bool
@ -103,15 +98,22 @@
### Screen
# Width component of the initial window size. Ignored in fullscreen mode.
# Width component of the initial window size.
# type: int min: 1 max: 65535
# screen_w = 1024
# Height component of the initial window size. Ignored in fullscreen mode.
# Height component of the initial window size.
# type: int min: 1 max: 65535
# screen_h = 600
# Whether the window is maximized.
# type: bool
# window_maximized = false
# Save window size automatically when modified.
# If true, screen size is saved in screen_w and screen_h, and whether the window
# is maximized is stored in window_maximized.
# (Autosaving window_maximized only works if compiled with SDL.)
# type: bool
# autosave_screensize = true
@ -131,7 +133,7 @@
# type: int min: 1 max: 4294967295
# fps_max = 60
# Vertical screen synchronization.
# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
# type: bool
# vsync = false
@ -218,13 +220,6 @@
### Camera
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. Most users will not need to change this.
# Increasing can reduce artifacting on weaker GPUs.
# 0.1 = Default, 0.25 = Good value for weaker tablets.
# type: float min: 0 max: 0.25
# near_plane = 0.1
# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
@ -242,7 +237,7 @@
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2
# ambient_occlusion_gamma = 1.8
### Screenshots
@ -362,6 +357,23 @@
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
### Occlusion Culling
# Type of occlusion_culler
#
# "loops" is the legacy algorithm with nested loops and O(n³) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
#
# This setting should only be changed if you have performance problems.
# type: enum values: bfs, loops
# occlusion_culler = bfs
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
# type: bool
# enable_raytraced_culling = true
## Shaders
# Shaders allow advanced visual effects and may increase performance on some video
@ -370,15 +382,6 @@
# type: bool
# enable_shaders = true
### Tone Mapping
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
### Waving Nodes
# Set to true to enable waving leaves.
@ -430,13 +433,13 @@
# Maximum distance to render shadows.
# type: float min: 10 max: 1000
# shadow_map_max_distance = 120.0
# shadow_map_max_distance = 200.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
# type: int min: 128 max: 8192
# shadow_map_texture_size = 1024
# shadow_map_texture_size = 2048
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
@ -479,13 +482,14 @@
# type: float min: -60 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Post processing
### Post Processing
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
# type: float min: -1 max: 1
# exposure_compensation = 0.0
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
# Enable automatic exposure correction
# When enabled, the post-processing engine will
@ -494,6 +498,12 @@
# type: bool
# enable_auto_exposure = false
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
# type: float min: -1 max: 1
# exposure_compensation = 0.0
### Bloom
# Set to true to enable bloom effect.
@ -530,7 +540,7 @@
# Volume of all sounds.
# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.7
# sound_volume = 0.8
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
@ -633,7 +643,7 @@
# Optional override for chat weblink color.
# type: string
# chat_weblink_color =
# chat_weblink_color = #8888FF
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
@ -683,29 +693,6 @@
# type: string
# update_information_url = https://www.minetest.net/release_info.json
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
# type: string
# update_last_checked =
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
# type: int
# update_last_known = 0
# Type of occlusion_culler
# "loops" is the legacy algorithm with nested loops and O(N^3) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
# type: enum values: bfs, loops
# occlusion_culler = bfs
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test
# type: bool
# enable_raytraced_culling = true
## Server
# Name of the player.
@ -843,7 +830,7 @@
# Amount of messages a player may send per 10 seconds.
# type: float min: 1
# chat_message_limit_per_10sec = 10.0
# chat_message_limit_per_10sec = 8.0
# Kick players who sent more than X messages per 10 seconds.
# type: int min: 1 max: 65535
@ -2674,8 +2661,8 @@
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
# Shaders are supported by OpenGL and OGLES2 (experimental).
# type: enum values: opengl, ogles1, ogles2
# video_driver = opengl
# type: enum values: , opengl, ogles1, ogles2
# video_driver =
# Distance in nodes at which transparency depth sorting is enabled
# Use this to limit the performance impact of transparency depth sorting
@ -3247,6 +3234,23 @@
# type: bool
# enable_sound = true
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
# type: string
# update_last_checked =
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
# type: int
# update_last_known = 0
# This can be bound to a key to toggle camera smoothing when looking around.
# Useful for recording videos
# type: bool
# cinematic = false
# Key for moving the player forward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
@ -3279,12 +3283,14 @@
# type: key
# keymap_sneak = KEY_LSHIFT
# Key for digging.
# Key for digging, punching or using something.
# (Note: The actual meaning might vary on a per-game basis.)
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_dig = KEY_LBUTTON
# Key for placing.
# Key for placing an item/block or for using something.
# (Note: The actual meaning might vary on a per-game basis.)
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_place = KEY_RBUTTON
@ -3327,7 +3333,7 @@
# Key for toggling pitch move mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_pitchmove = KEY_KEY_P
# keymap_pitchmove =
# Key for toggling fast mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
@ -3603,3 +3609,4 @@
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_decrease_viewing_range_min = -

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@ -173,7 +173,7 @@ void set_default_settings()
settings->setDefault("show_debug", "true");
#endif
settings->setDefault("fsaa", "0");
settings->setDefault("undersampling", "0");
settings->setDefault("undersampling", "1");
settings->setDefault("world_aligned_mode", "enable");
settings->setDefault("autoscale_mode", "disable");
settings->setDefault("enable_fog", "true");
@ -300,7 +300,7 @@ void set_default_settings()
settings->setDefault("continuous_forward", "false");
settings->setDefault("enable_joysticks", "false");
settings->setDefault("joystick_id", "0");
settings->setDefault("joystick_type", "");
settings->setDefault("joystick_type", "auto");
settings->setDefault("repeat_joystick_button_time", "0.17");
settings->setDefault("joystick_frustum_sensitivity", "170");
settings->setDefault("joystick_deadzone", "2048");

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@ -5,14 +5,12 @@
fake_function() {
gettext("Controls");
gettext("General");
gettext("Build inside player");
gettext("If enabled, you can place blocks at the position (feet + eye level) where you stand.\nThis is helpful when working with nodeboxes in small areas.");
gettext("Cinematic mode");
gettext("Smooths camera when looking around. Also called look or mouse smoothing.\nUseful for recording videos.");
gettext("Camera smoothing");
gettext("Smooths rotation of camera. 0 to disable.");
gettext("Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.");
gettext("Camera smoothing in cinematic mode");
gettext("Smooths rotation of camera in cinematic mode. 0 to disable.");
gettext("Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.");
gettext("Build inside player");
gettext("If enabled, you can place nodes at the position (feet + eye level) where you stand.\nThis is helpful when working with nodeboxes in small areas.");
gettext("Aux1 key for climbing/descending");
gettext("If enabled, \"Aux1\" key instead of \"Sneak\" key is used for climbing down and\ndescending.");
gettext("Double tap jump for fly");
@ -43,11 +41,13 @@ fake_function() {
gettext("Graphics");
gettext("Screen");
gettext("Screen width");
gettext("Width component of the initial window size. Ignored in fullscreen mode.");
gettext("Width component of the initial window size.");
gettext("Screen height");
gettext("Height component of the initial window size. Ignored in fullscreen mode.");
gettext("Autosave screen size");
gettext("Save window size automatically when modified.");
gettext("Height component of the initial window size.");
gettext("Window maximized");
gettext("Whether the window is maximized.");
gettext("Remember screen size");
gettext("Save window size automatically when modified.\nIf true, screen size is saved in screen_w and screen_h, and whether the window\nis maximized is stored in window_maximized.\n(Autosaving window_maximized only works if compiled with SDL.)");
gettext("Full screen");
gettext("Fullscreen mode.");
gettext("Pause on lost window focus");
@ -56,7 +56,7 @@ fake_function() {
gettext("Maximum FPS");
gettext("If FPS would go higher than this, limit it by sleeping\nto not waste CPU power for no benefit.");
gettext("VSync");
gettext("Vertical screen synchronization.");
gettext("Vertical screen synchronization. Your system may still force VSync on even if this is disabled.");
gettext("FPS when unfocused or paused");
gettext("Maximum FPS when the window is not focused, or when the game is paused.");
gettext("Viewing range");
@ -89,8 +89,6 @@ fake_function() {
gettext("Fall bobbing factor");
gettext("Multiplier for fall bobbing.\nFor example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.");
gettext("Camera");
gettext("Near plane");
gettext("Camera 'near clipping plane' distance in nodes, between 0 and 0.25\nOnly works on GLES platforms. Most users will not need to change this.\nIncreasing can reduce artifacting on weaker GPUs.\n0.1 = Default, 0.25 = Good value for weaker tablets.");
gettext("Field of view");
gettext("Field of view in degrees.");
gettext("Light curve gamma");
@ -144,12 +142,14 @@ fake_function() {
gettext("When using bilinear/trilinear/anisotropic filters, low-resolution textures\ncan be blurred, so automatically upscale them with nearest-neighbor\ninterpolation to preserve crisp pixels. This sets the minimum texture size\nfor the upscaled textures; higher values look sharper, but require more\nmemory. Powers of 2 are recommended. This setting is ONLY applied if\nbilinear/trilinear/anisotropic filtering is enabled.\nThis is also used as the base node texture size for world-aligned\ntexture autoscaling.");
gettext("FSAA");
gettext("Use multi-sample antialiasing (MSAA) to smooth out block edges.\nThis algorithm smooths out the 3D viewport while keeping the image sharp,\nbut it doesn't affect the insides of textures\n(which is especially noticeable with transparent textures).\nVisible spaces appear between nodes when shaders are disabled.\nIf set to 0, MSAA is disabled.\nA restart is required after changing this option.");
gettext("Occlusion Culling");
gettext("Occlusion Culler");
gettext("Type of occlusion_culler\n\n\"loops\" is the legacy algorithm with nested loops and O(n³) complexity\n\"bfs\" is the new algorithm based on breadth-first-search and side culling\n\nThis setting should only be changed if you have performance problems.");
gettext("Enable Raytraced Culling");
gettext("Use raytraced occlusion culling in the new culler.\nThis flag enables use of raytraced occlusion culling test for\nclient mesh sizes smaller than 4x4x4 map blocks.");
gettext("Shaders");
gettext("Shaders");
gettext("Shaders allow advanced visual effects and may increase performance on some video\ncards.\nThis only works with the OpenGL video backend.");
gettext("Tone Mapping");
gettext("Filmic tone mapping");
gettext("Enables Hable's 'Uncharted 2' filmic tone mapping.\nSimulates the tone curve of photographic film and how this approximates the\nappearance of high dynamic range images. Mid-range contrast is slightly\nenhanced, highlights and shadows are gradually compressed.");
gettext("Waving Nodes");
gettext("Waving leaves");
gettext("Set to true to enable waving leaves.\nRequires shaders to be enabled.");
@ -184,11 +184,15 @@ fake_function() {
gettext("Spread a complete update of shadow map over given amount of frames.\nHigher values might make shadows laggy, lower values\nwill consume more resources.\nMinimum value: 1; maximum value: 16");
gettext("Soft shadow radius");
gettext("Set the soft shadow radius size.\nLower values mean sharper shadows, bigger values mean softer shadows.\nMinimum value: 1.0; maximum value: 15.0");
gettext("Post processing");
gettext("Exposure compensation");
gettext("Set the exposure compensation in EV units.\nValue of 0.0 (default) means no exposure compensation.\nRange: from -1 to 1.0");
gettext("Sky Body Orbit Tilt");
gettext("Set the default tilt of Sun/Moon orbit in degrees.\nGames may change orbit tilt via API.\nValue of 0 means no tilt / vertical orbit.");
gettext("Post Processing");
gettext("Filmic tone mapping");
gettext("Enables Hable's 'Uncharted 2' filmic tone mapping.\nSimulates the tone curve of photographic film and how this approximates the\nappearance of high dynamic range images. Mid-range contrast is slightly\nenhanced, highlights and shadows are gradually compressed.");
gettext("Enable Automatic Exposure");
gettext("Enable automatic exposure correction\nWhen enabled, the post-processing engine will\nautomatically adjust to the brightness of the scene,\nsimulating the behavior of human eye.");
gettext("Exposure compensation");
gettext("Set the exposure compensation in EV units.\nValue of 0.0 (default) means no exposure compensation.\nRange: from -1 to 1.0");
gettext("Bloom");
gettext("Enable Bloom");
gettext("Set to true to enable bloom effect.\nBright colors will bleed over the neighboring objects.");
@ -266,12 +270,6 @@ fake_function() {
gettext("If enabled, account registration is separate from login in the UI.\nIf disabled, new accounts will be registered automatically when logging in.");
gettext("Update information URL");
gettext("URL to JSON file which provides information about the newest Minetest release");
gettext("Last update check");
gettext("Unix timestamp (integer) of when the client last checked for an update\nSet this value to \"disabled\" to never check for updates.");
gettext("Last known version update");
gettext("Version number which was last seen during an update check.\n\nRepresentation: MMMIIIPPP, where M=Major, I=Minor, P=Patch\nEx: 5.5.0 is 005005000");
gettext("Enable Raytraced Culling");
gettext("Use raytraced occlusion culling in the new culler.\nThis flag enables use of raytraced occlusion culling test");
gettext("Server");
gettext("Admin name");
gettext("Name of the player.\nWhen running a server, clients connecting with this name are admins.\nWhen starting from the main menu, this is overridden.");
@ -1036,12 +1034,14 @@ fake_function() {
gettext("If enabled together with fly mode, player is able to fly through solid nodes.\nThis requires the \"noclip\" privilege on the server.");
gettext("Continuous forward");
gettext("Continuous forward movement, toggled by autoforward key.\nPress the autoforward key again or the backwards movement to disable.");
gettext("Formspec Default Background Opacity");
gettext("Formspec default background opacity (between 0 and 255).");
gettext("Formspec Default Background Color");
gettext("Formspec default background color (R,G,B).");
gettext("Show technical names");
gettext("Whether to show technical names.\nAffects mods and texture packs in the Content and Select Mods menus, as well as\nsetting names in All Settings.\nControlled by the checkbox in the \"All settings\" menu.");
gettext("Sound");
gettext("Enables the sound system.\nIf disabled, this completely disables all sounds everywhere and the in-game\nsound controls will be non-functional.\nChanging this setting requires a restart.");
gettext("Last update check");
gettext("Unix timestamp (integer) of when the client last checked for an update\nSet this value to \"disabled\" to never check for updates.");
gettext("Last known version update");
gettext("Version number which was last seen during an update check.\n\nRepresentation: MMMIIIPPP, where M=Major, I=Minor, P=Patch\nEx: 5.5.0 is 005005000");
gettext("Cinematic mode");
gettext("This can be bound to a key to toggle camera smoothing when looking around.\nUseful for recording videos");
}