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Update settingtypes (#13428)
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* 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 committed Apr 14, 2023
1 parent b890771 commit 5cd6a22
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Showing 4 changed files with 164 additions and 155 deletions.
108 changes: 55 additions & 53 deletions builtin/settingtypes.txt
Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand All @@ -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.
Expand Down Expand Up @@ -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]

Expand Down Expand Up @@ -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]

Expand All @@ -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.
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -446,22 +450,26 @@ 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
# automatically adjust to the brightness of the scene,
# 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]

Expand Down Expand Up @@ -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).
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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.
Expand All @@ -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

Expand Down

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