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-rw-r--r--builtin/game/falling.lua2
-rw-r--r--builtin/settingtypes.txt8
2 files changed, 5 insertions, 5 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 8d044beaa..f489ea702 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -130,7 +130,7 @@ core.register_entity(":__builtin:falling_node", {
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
if def.drawtype == "nodebox" and def.node_box and
- nb_types[def.node_box.type] then
+ nb_types[def.node_box.type] and def.node_box.fixed then
local box = table.copy(def.node_box.fixed)
if type(box[1]) == "table" then
box = #box == 1 and box[1] or nil -- We can only use a single box
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 31276443d..0d4985138 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -529,8 +529,8 @@ texture_min_size (Minimum texture size) int 64
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
-# This option is experimental and might cause visible spaces between blocks
-# when set above 0.
+# Visible spaces appear between nodes when shaders are disabled.
+# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
@@ -759,7 +759,7 @@ mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
-meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 40 0 1000
+meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
# Enables minimap.
enable_minimap (Minimap) bool true
@@ -1049,7 +1049,7 @@ ipv6_server (IPv6 server) bool false
# Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
-max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 128
+max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.