forked from Mirrorlandia_minetest/minetest
Increase defaults for viewing_range, active_object_range and related settings #10597
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@ -594,7 +594,7 @@ fps_max_unfocused (FPS when unfocused or paused) int 20 1
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pause_on_lost_focus (Pause on lost window focus) bool false
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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 190 20 4000
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
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# Only works on GLES platforms. 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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@ -978,7 +978,7 @@ client_unload_unused_data_timeout (Mapblock unload timeout) int 600
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# Maximum number of mapblocks for client to be kept in memory.
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# Maximum number of mapblocks for client to be kept in memory.
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# Set to -1 for unlimited amount.
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# Set to -1 for unlimited amount.
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client_mapblock_limit (Mapblock limit) int 5000
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client_mapblock_limit (Mapblock limit) int 7500
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# Whether to show the client debug info (has the same effect as hitting F5).
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# Whether to show the client debug info (has the same effect as hitting F5).
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show_debug (Show debug info) bool false
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show_debug (Show debug info) bool false
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@ -1137,17 +1137,17 @@ ask_reconnect_on_crash (Ask to reconnect after crash) bool false
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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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active_object_send_range_blocks (Active object send range) int 4
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active_object_send_range_blocks (Active object send range) int 8
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# The radius of the volume of blocks around every player that is subject to the
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# The radius of the volume of blocks around every player that is subject to the
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# active block stuff, stated in mapblocks (16 nodes).
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# active block stuff, stated in mapblocks (16 nodes).
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# In active blocks objects are loaded and ABMs run.
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# In active blocks objects are loaded and ABMs run.
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# This is also the minimum range in which active objects (mobs) are maintained.
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# This is also the minimum range in which active objects (mobs) are maintained.
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# This should be configured together with active_object_send_range_blocks.
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# This should be configured together with active_object_send_range_blocks.
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active_block_range (Active block range) int 3
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active_block_range (Active block range) int 4
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
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max_block_send_distance (Max block send distance) int 10
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max_block_send_distance (Max block send distance) int 12
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# Maximum number of forceloaded mapblocks.
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# Maximum number of forceloaded mapblocks.
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max_forceloaded_blocks (Maximum forceloaded blocks) int 16
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max_forceloaded_blocks (Maximum forceloaded blocks) int 16
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@ -1433,7 +1433,7 @@ mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v
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water_level (Water level) int 1
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water_level (Water level) int 1
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# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
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# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
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max_block_generate_distance (Max block generate distance) int 8
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max_block_generate_distance (Max block generate distance) int 10
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# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
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# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
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# Only mapchunks completely within the mapgen limit are generated.
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# Only mapchunks completely within the mapgen limit are generated.
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@ -52,7 +52,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("screenshot_format", "png");
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settings->setDefault("screenshot_format", "png");
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settings->setDefault("screenshot_quality", "0");
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settings->setDefault("screenshot_quality", "0");
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settings->setDefault("client_unload_unused_data_timeout", "600");
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settings->setDefault("client_unload_unused_data_timeout", "600");
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settings->setDefault("client_mapblock_limit", "5000");
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settings->setDefault("client_mapblock_limit", "7500");
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settings->setDefault("enable_build_where_you_stand", "false");
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settings->setDefault("enable_build_where_you_stand", "false");
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settings->setDefault("curl_timeout", "5000");
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settings->setDefault("curl_timeout", "5000");
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settings->setDefault("curl_parallel_limit", "8");
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settings->setDefault("curl_parallel_limit", "8");
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@ -166,7 +166,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("tooltip_append_itemname", "false");
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settings->setDefault("tooltip_append_itemname", "false");
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settings->setDefault("fps_max", "60");
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settings->setDefault("fps_max", "60");
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settings->setDefault("fps_max_unfocused", "20");
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settings->setDefault("fps_max_unfocused", "20");
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settings->setDefault("viewing_range", "100");
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settings->setDefault("viewing_range", "190");
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#if ENABLE_GLES
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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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#endif
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@ -366,11 +366,11 @@ void set_default_settings(Settings *settings)
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settings->setDefault("chat_message_format", "<@name> @message");
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settings->setDefault("chat_message_format", "<@name> @message");
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settings->setDefault("profiler_print_interval", "0");
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settings->setDefault("profiler_print_interval", "0");
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settings->setDefault("active_object_send_range_blocks", "4");
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settings->setDefault("active_object_send_range_blocks", "8");
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settings->setDefault("active_block_range", "3");
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settings->setDefault("active_block_range", "4");
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//settings->setDefault("max_simultaneous_block_sends_per_client", "1");
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//settings->setDefault("max_simultaneous_block_sends_per_client", "1");
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// This causes frametime jitter on client side, or does it?
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// This causes frametime jitter on client side, or does it?
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settings->setDefault("max_block_send_distance", "10");
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settings->setDefault("max_block_send_distance", "12");
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settings->setDefault("block_send_optimize_distance", "4");
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settings->setDefault("block_send_optimize_distance", "4");
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settings->setDefault("server_side_occlusion_culling", "true");
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settings->setDefault("server_side_occlusion_culling", "true");
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settings->setDefault("csm_restriction_flags", "62");
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settings->setDefault("csm_restriction_flags", "62");
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@ -429,7 +429,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("mapgen_limit", "31000");
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settings->setDefault("mapgen_limit", "31000");
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settings->setDefault("chunksize", "5");
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settings->setDefault("chunksize", "5");
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settings->setDefault("fixed_map_seed", "");
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settings->setDefault("fixed_map_seed", "");
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settings->setDefault("max_block_generate_distance", "8");
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settings->setDefault("max_block_generate_distance", "10");
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settings->setDefault("enable_mapgen_debug_info", "false");
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settings->setDefault("enable_mapgen_debug_info", "false");
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Mapgen::setDefaultSettings(settings);
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Mapgen::setDefaultSettings(settings);
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