From c77f3d4dc46c15f0e5203c93b3cc7b943e3a2270 Mon Sep 17 00:00:00 2001 From: "updatepo.sh" Date: Thu, 9 Mar 2023 15:38:46 +0100 Subject: Update minetest.conf.example and translation file --- minetest.conf.example | 61 ++++++++++++++++++++++++++++++--------------------- 1 file changed, 36 insertions(+), 25 deletions(-) (limited to 'minetest.conf.example') diff --git a/minetest.conf.example b/minetest.conf.example index d03324694..fd39a43fe 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -52,7 +52,7 @@ # The time in seconds it takes between repeated node placements when holding # the place button. -# type: float min: 0.25 max: 2 +# type: float min: 0.16 max: 2 # repeat_place_time = 0.25 # Automatically jump up single-node obstacles. @@ -191,9 +191,8 @@ # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. # - crossview: Cross-eyed 3d -# - pageflip: quadbuffer based 3d. # Note that the interlaced mode requires shaders to be enabled. -# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip +# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview # 3d_mode = none # Strength of 3D mode parallax. @@ -380,16 +379,6 @@ # type: bool # tone_mapping = false -# Adjust the saturation (or vividness) of the scene -# Values -# < 1.0 decrease saturation -# > 1.0 increase saturation -# 1.0 = unchanged saturation -# 0.0 = black and white -# (Tone mapping needs to be enabled.) -# type: float min: 0 max: 5 -# saturation = 1.0 - ### Waving Nodes # Set to true to enable waving leaves. @@ -486,13 +475,18 @@ ### Post processing -# Set the exposure compensation factor. -# This factor is applied to linear color value -# before all other post-processing effects. -# Value of 1.0 (default) means no exposure compensation. -# Range: from 0.1 to 10.0 -# type: float min: 0.1 max: 10 -# exposure_factor = 1.0 +# 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 + +# Enable automatic exposure correction +# When enabled, the post-processing engine will +# automatically adjust to the brightness of the scene, +# simulating the behavior of human eye. +# type: bool +# enable_auto_exposure = false ### Bloom @@ -502,7 +496,7 @@ # enable_bloom = false # Set to true to render debugging breakdown of the bloom effect. -# In debug mode, the screen is split into 4 quadrants: +# In debug mode, the screen is split into 4 quadrants: # top-left - processed base image, top-right - final image # bottom-left - raw base image, bottom-right - bloom texture. # type: bool @@ -695,6 +689,11 @@ # type: int # update_last_known = 0 +# 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. @@ -2660,10 +2659,9 @@ # shader_path = # The rendering back-end. -# A restart is required after changing this. -# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise. -# On other platforms, OpenGL is recommended. -# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental) +# 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 @@ -2695,6 +2693,11 @@ # type: int min: 0 max: 50 # mesh_generation_interval = 0 +# Number of threads to use for mesh generation. +# Value of 0 (default) will let Minetest autodetect the number of available threads. +# type: int min: 0 max: 8 +# mesh_generation_threads = 0 + # 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. @@ -2725,6 +2728,14 @@ # type: enum values: disable, enable, force # autoscale_mode = disable +# Side length of a cube of map blocks that the client will consider together +# when generating meshes. +# Larger values increase the utilization of the GPU by reducing the number of +# draw calls, benefiting especially high-end GPUs. +# Systems with a low-end GPU (or no GPU) would benefit from smaller values. +# type: int min: 1 max: 16 +# client_mesh_chunk = 1 + ### Font # type: bool -- cgit v1.2.3