forked from Mirrorlandia_minetest/minetest
Ignore near_plane setting on non-Android platforms (#8749)
Camera's near-plane will be hard-coded to 0.1 on all non-Android platforms. The upper-bound of this setting has been reduced to 0.25, as 0.5 is just way too high.
This commit is contained in:
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c6d6358b92
commit
13b228513e
@ -623,11 +623,11 @@ pause_on_lost_focus (Pause on lost window focus) bool false
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# View distance in nodes.
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# View distance in nodes.
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viewing_range (Viewing range) int 100 20 4000
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viewing_range (Viewing range) int 100 20 4000
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
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# Most users will not need to change this.
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# Only works on GLES platforms. Most users will not need to change this.
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# Increasing can reduce artifacting on weaker GPUs.
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# Increasing can reduce artifacting on weaker GPUs.
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# 0.1 = Default, 0.25 = Good value for weaker tablets.
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# 0.1 = Default, 0.25 = Good value for weaker tablets.
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near_plane (Near clipping plane) float 0.1 0 0.5
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near_plane (Near plane) float 0.1 0 0.25
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# Width component of the initial window size.
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# Width component of the initial window size.
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screen_w (Screen width) int 1024 1
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screen_w (Screen width) int 1024 1
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@ -713,11 +713,11 @@
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# type: int min: 20 max: 4000
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# type: int min: 20 max: 4000
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# viewing_range = 100
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# viewing_range = 100
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
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# Most users will not need to change this.
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# Only works on GLES platforms. Most users will not need to change this.
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# Increasing can reduce artifacting on weaker GPUs.
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# Increasing can reduce artifacting on weaker GPUs.
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# 0.1 = Default, 0.25 = Good value for weaker tablets.
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# 0.1 = Default, 0.25 = Good value for weaker tablets.
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# type: float min: 0 max: 0.5
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# type: float min: 0 max: 0.25
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# near_plane = 0.1
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# near_plane = 0.1
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# Width component of the initial window size.
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# Width component of the initial window size.
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@ -1371,7 +1371,7 @@
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# ask_reconnect_on_crash = false
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# ask_reconnect_on_crash = false
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# From how far clients know about objects, stated in mapblocks (16 nodes).
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# From how far clients know about objects, stated in mapblocks (16 nodes).
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#
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#
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# Setting this larger than active_block_range will also cause the server
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# Setting this larger than active_block_range will also cause the server
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# to maintain active objects up to this distance in the direction the
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# to maintain active objects up to this distance in the direction the
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# player is looking. (This can avoid mobs suddenly disappearing from view)
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# player is looking. (This can avoid mobs suddenly disappearing from view)
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@ -1920,7 +1920,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Second of two 3D noises that together define tunnels.
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# Second of two 3D noises that together define tunnels.
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@ -1933,7 +1933,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise defining giant caverns.
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# 3D noise defining giant caverns.
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@ -1946,7 +1946,7 @@
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# octaves = 5,
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# octaves = 5,
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# persistence = 0.63,
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# persistence = 0.63,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise defining terrain.
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# 3D noise defining terrain.
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@ -1972,7 +1972,7 @@
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# octaves = 2,
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# octaves = 2,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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## Mapgen V6
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## Mapgen V6
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@ -2312,7 +2312,7 @@
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# octaves = 5,
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# octaves = 5,
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# persistence = 0.63,
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# persistence = 0.63,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise defining structure of river canyon walls.
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# 3D noise defining structure of river canyon walls.
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@ -2325,7 +2325,7 @@
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# octaves = 4,
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# octaves = 4,
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# persistence = 0.75,
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# persistence = 0.75,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise defining giant caverns.
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# 3D noise defining giant caverns.
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@ -2338,7 +2338,7 @@
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# octaves = 5,
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# octaves = 5,
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# persistence = 0.63,
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# persistence = 0.63,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# First of two 3D noises that together define tunnels.
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# First of two 3D noises that together define tunnels.
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@ -2351,7 +2351,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Second of two 3D noises that together define tunnels.
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# Second of two 3D noises that together define tunnels.
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@ -2364,7 +2364,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise that determines number of dungeons per mapchunk.
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# 3D noise that determines number of dungeons per mapchunk.
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@ -2377,7 +2377,7 @@
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# octaves = 2,
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# octaves = 2,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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## Mapgen Carpathian
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## Mapgen Carpathian
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@ -2620,7 +2620,7 @@
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# octaves = 5,
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# octaves = 5,
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# persistence = 0.55,
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# persistence = 0.55,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# First of two 3D noises that together define tunnels.
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# First of two 3D noises that together define tunnels.
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@ -2633,7 +2633,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Second of two 3D noises that together define tunnels.
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# Second of two 3D noises that together define tunnels.
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@ -2646,7 +2646,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise defining giant caverns.
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# 3D noise defining giant caverns.
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@ -2659,7 +2659,7 @@
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# octaves = 5,
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# octaves = 5,
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# persistence = 0.63,
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# persistence = 0.63,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise that determines number of dungeons per mapchunk.
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# 3D noise that determines number of dungeons per mapchunk.
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@ -2672,7 +2672,7 @@
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# octaves = 2,
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# octaves = 2,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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## Mapgen Flat
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## Mapgen Flat
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@ -2782,7 +2782,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Second of two 3D noises that together define tunnels.
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# Second of two 3D noises that together define tunnels.
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@ -2795,7 +2795,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise that determines number of dungeons per mapchunk.
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# 3D noise that determines number of dungeons per mapchunk.
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@ -2808,7 +2808,7 @@
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# octaves = 2,
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# octaves = 2,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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## Mapgen Fractal
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## Mapgen Fractal
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@ -2982,7 +2982,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Second of two 3D noises that together define tunnels.
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# Second of two 3D noises that together define tunnels.
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@ -2995,7 +2995,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# 3D noise that determines number of dungeons per mapchunk.
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# 3D noise that determines number of dungeons per mapchunk.
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@ -3008,7 +3008,7 @@
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# octaves = 2,
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# octaves = 2,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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## Mapgen Valleys
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## Mapgen Valleys
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@ -3098,7 +3098,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Second of two 3D noises that together define tunnels.
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# Second of two 3D noises that together define tunnels.
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@ -3111,7 +3111,7 @@
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# octaves = 3,
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# octaves = 3,
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# persistence = 0.5,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# The depth of dirt or other biome filler node.
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# The depth of dirt or other biome filler node.
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@ -3137,7 +3137,7 @@
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# octaves = 6,
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# octaves = 6,
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# persistence = 0.63,
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# persistence = 0.63,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Defines large-scale river channel structure.
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# Defines large-scale river channel structure.
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@ -3189,7 +3189,7 @@
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# octaves = 6,
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# octaves = 6,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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# Amplifies the valleys.
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# Amplifies the valleys.
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@ -3228,7 +3228,7 @@
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# octaves = 2,
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# octaves = 2,
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# persistence = 0.8,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# }
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## Advanced
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## Advanced
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@ -3292,4 +3292,3 @@
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# so see a full list at https://content.minetest.net/help/content_flags/
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# so see a full list at https://content.minetest.net/help/content_flags/
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# type: string
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# type: string
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# contentdb_flag_blacklist = nonfree, desktop_default
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# contentdb_flag_blacklist = nonfree, desktop_default
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "camera.h"
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#include "camera.h"
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#include "debug.h"
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#include "debug.h"
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#include "client.h"
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#include "client.h"
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#include "config.h"
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#include "map.h"
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#include "map.h"
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#include "clientmap.h" // MapDrawControl
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#include "clientmap.h" // MapDrawControl
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#include "player.h"
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#include "player.h"
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@ -569,10 +570,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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void Camera::updateViewingRange()
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void Camera::updateViewingRange()
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{
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{
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f32 viewing_range = g_settings->getFloat("viewing_range");
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f32 viewing_range = g_settings->getFloat("viewing_range");
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f32 near_plane = g_settings->getFloat("near_plane");
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// Ignore near_plane setting on all other platforms to prevent abuse
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#if ENABLE_GLES
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m_cameranode->setNearValue(rangelim(
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g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
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#else
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m_cameranode->setNearValue(0.1f * BS);
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#endif
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m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
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m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
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m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
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if (m_draw_control.range_all) {
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if (m_draw_control.range_all) {
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m_cameranode->setFarValue(100000.0);
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m_cameranode->setFarValue(100000.0);
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return;
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return;
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@ -600,7 +607,7 @@ void Camera::wield(const ItemStack &item)
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void Camera::drawWieldedTool(irr::core::matrix4* translation)
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void Camera::drawWieldedTool(irr::core::matrix4* translation)
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{
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{
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// Clear Z buffer so that the wielded tool stay in front of world geometry
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// Clear Z buffer so that the wielded tool stays in front of world geometry
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m_wieldmgr->getVideoDriver()->clearZBuffer();
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m_wieldmgr->getVideoDriver()->clearZBuffer();
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// Draw the wielded node (in a separate scene manager)
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// Draw the wielded node (in a separate scene manager)
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@ -165,7 +165,9 @@ void set_default_settings(Settings *settings)
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settings->setDefault("fps_max", "60");
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settings->setDefault("fps_max", "60");
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settings->setDefault("pause_fps_max", "20");
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settings->setDefault("pause_fps_max", "20");
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settings->setDefault("viewing_range", "100");
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settings->setDefault("viewing_range", "100");
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#if ENABLE_GLES
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settings->setDefault("near_plane", "0.1");
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settings->setDefault("near_plane", "0.1");
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#endif
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settings->setDefault("screen_w", "1024");
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settings->setDefault("screen_w", "1024");
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settings->setDefault("screen_h", "600");
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settings->setDefault("screen_h", "600");
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settings->setDefault("autosave_screensize", "true");
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settings->setDefault("autosave_screensize", "true");
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Block a user