forked from Mirrorlandia_minetest/minetest
Fix typo and update settings files
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@ -99,7 +99,7 @@ end
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local translation_file_header = [[
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// This file is automatically generated
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// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
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// It contains a bunch of fake gettext calls, to tell xgettext about the strings in config files
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// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
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fake_function() {]]
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@ -666,6 +666,70 @@
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# type: bool
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# enable_waving_plants = false
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#### Dynamic shadows
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# Set to true to enable Shadow Mapping.
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# Requires shaders to be enabled.
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# type: bool
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# enable_dynamic_shadows = false
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# Set the shadow strength gamma.
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# Adjusts the intensity of in-game dynamic shadows.
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# Lower value means lighter shadows, higher value means darker shadows.
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# type: float min: 0.1 max: 10
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# shadow_strength_gamma = 1.0
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# Maximum distance to render shadows.
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# type: float min: 10 max: 1000
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# shadow_map_max_distance = 120.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadows but it is also more expensive.
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# type: int min: 128 max: 8192
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# shadow_map_texture_size = 1024
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# Sets shadow texture quality to 32 bits.
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# On false, 16 bits texture will be used.
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# This can cause much more artifacts in the shadow.
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# type: bool
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# shadow_map_texture_32bit = true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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# type: bool
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# shadow_poisson_filter = true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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# type: enum values: 0, 1, 2
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# shadow_filters = 1
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# Enable colored shadows.
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# On true translucent nodes cast colored shadows. This is expensive.
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# type: bool
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# shadow_map_color = false
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# Spread a complete update of shadow map over given amount of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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# type: int min: 1 max: 16
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# shadow_update_frames = 8
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 10.0
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# type: float min: 1 max: 10
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# shadow_soft_radius = 1.0
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# Set the tilt of Sun/Moon orbit in degrees.
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# Value of 0 means no tilt / vertical orbit.
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# Minimum value: 0.0; maximum value: 60.0
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# type: float min: 0 max: 60
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# shadow_sky_body_orbit_tilt = 0.0
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### Advanced
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# Arm inertia, gives a more realistic movement of
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@ -939,6 +1003,11 @@
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# type: bool
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# show_entity_selectionbox = false
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# Distance in nodes at which transparency depth sorting is enabled
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# Use this to limit the performance impact of transparency depth sorting
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# type: int min: 0 max: 128
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# transparency_sorting_distance = 16
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## Menus
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# Use a cloud animation for the main menu background.
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@ -1,5 +1,5 @@
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// This file is automatically generated
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// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
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// It contains a bunch of fake gettext calls, to tell xgettext about the strings in config files
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// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
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fake_function() {
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@ -266,8 +266,8 @@ fake_function() {
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gettext("Dynamic shadows");
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gettext("Dynamic shadows");
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gettext("Set to true to enable Shadow Mapping.\nRequires shaders to be enabled.");
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gettext("Shadow strength");
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gettext("Set the shadow strength.\nLower value means lighter shadows, higher value means darker shadows.");
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gettext("Shadow strength gamma");
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gettext("Set the shadow strength gamma.\nAdjusts the intensity of in-game dynamic shadows.\nLower value means lighter shadows, higher value means darker shadows.");
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gettext("Shadow map max distance in nodes to render shadows");
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gettext("Maximum distance to render shadows.");
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gettext("Shadow map texture size");
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@ -395,6 +395,8 @@ fake_function() {
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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!");
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gettext("Show entity selection boxes");
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gettext("Show entity selection boxes\nA restart is required after changing this.");
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gettext("Transparency Sorting Distance");
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gettext("Distance in nodes at which transparency depth sorting is enabled\nUse this to limit the performance impact of transparency depth sorting");
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gettext("Menus");
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gettext("Clouds in menu");
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gettext("Use a cloud animation for the main menu background.");
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