Fix typo and update settings files

This commit is contained in:
ShadowNinja 2022-01-31 20:01:20 -05:00 committed by rubenwardy
parent d9effbb179
commit 80db8804c7
3 changed files with 75 additions and 4 deletions

@ -99,7 +99,7 @@ end
local translation_file_header = [[
// This file is automatically generated
// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
// It contains a bunch of fake gettext calls, to tell xgettext about the strings in config files
// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
fake_function() {]]

@ -666,6 +666,70 @@
# type: bool
# enable_waving_plants = false
#### Dynamic shadows
# Set to true to enable Shadow Mapping.
# Requires shaders to be enabled.
# type: bool
# enable_dynamic_shadows = false
# Set the shadow strength gamma.
# Adjusts the intensity of in-game dynamic shadows.
# Lower value means lighter shadows, higher value means darker shadows.
# type: float min: 0.1 max: 10
# shadow_strength_gamma = 1.0
# Maximum distance to render shadows.
# type: float min: 10 max: 1000
# shadow_map_max_distance = 120.0
# 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
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
# type: bool
# shadow_map_texture_32bit = true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# shadow_poisson_filter = true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
# type: enum values: 0, 1, 2
# shadow_filters = 1
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
# type: bool
# shadow_map_color = false
# Spread a complete update of shadow map over given amount of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
# type: int min: 1 max: 16
# shadow_update_frames = 8
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 10.0
# type: float min: 1 max: 10
# shadow_soft_radius = 1.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
# type: float min: 0 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Advanced
# Arm inertia, gives a more realistic movement of
@ -939,6 +1003,11 @@
# type: bool
# show_entity_selectionbox = false
# Distance in nodes at which transparency depth sorting is enabled
# Use this to limit the performance impact of transparency depth sorting
# type: int min: 0 max: 128
# transparency_sorting_distance = 16
## Menus
# Use a cloud animation for the main menu background.

@ -1,5 +1,5 @@
// This file is automatically generated
// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
// It contains a bunch of fake gettext calls, to tell xgettext about the strings in config files
// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
fake_function() {
@ -266,8 +266,8 @@ fake_function() {
gettext("Dynamic shadows");
gettext("Dynamic shadows");
gettext("Set to true to enable Shadow Mapping.\nRequires shaders to be enabled.");
gettext("Shadow strength");
gettext("Set the shadow strength.\nLower value means lighter shadows, higher value means darker shadows.");
gettext("Shadow strength gamma");
gettext("Set the shadow strength gamma.\nAdjusts the intensity of in-game dynamic shadows.\nLower value means lighter shadows, higher value means darker shadows.");
gettext("Shadow map max distance in nodes to render shadows");
gettext("Maximum distance to render shadows.");
gettext("Shadow map texture size");
@ -395,6 +395,8 @@ fake_function() {
gettext("World-aligned textures may be scaled to span several nodes. However,\nthe server may not send the scale you want, especially if you use\na specially-designed texture pack; with this option, the client tries\nto determine the scale automatically basing on the texture size.\nSee also texture_min_size.\nWarning: This option is EXPERIMENTAL!");
gettext("Show entity selection boxes");
gettext("Show entity selection boxes\nA restart is required after changing this.");
gettext("Transparency Sorting Distance");
gettext("Distance in nodes at which transparency depth sorting is enabled\nUse this to limit the performance impact of transparency depth sorting");
gettext("Menus");
gettext("Clouds in menu");
gettext("Use a cloud animation for the main menu background.");