forked from Mirrorlandia_minetest/minetest
Settings GUI: Add setting dependencies (#13704)
This commit is contained in:
parent
752ce1a1b2
commit
d16d1a1341
@ -2,7 +2,7 @@
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end_of_line = lf
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[*.{cpp,h,lua,txt,glsl,md,c,cmake,java,gradle}]
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charset = utf8
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charset = utf-8
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indent_size = 4
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indent_style = tab
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insert_final_newline = true
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@ -49,6 +49,9 @@ end
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local change_keys = {
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query_text = "Change keys",
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requires = {
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keyboard_mouse = true,
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},
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get_formspec = function(self, avail_w)
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local btn_w = math.min(avail_w, 3)
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return ("button[0,0;%f,0.8;btn_change_keys;%s]"):format(btn_w, fgettext("Change keys")), 0.8
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@ -173,7 +176,7 @@ end
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local function filter_page_content(page, query_keywords)
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if #query_keywords == 0 then
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return page.content
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return page.content, 0
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end
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local retval = {}
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@ -209,12 +212,6 @@ local function update_filtered_pages(query)
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filtered_pages = {}
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filtered_page_by_id = {}
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if query == "" or query == nil then
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filtered_pages = all_pages
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filtered_page_by_id = page_by_id
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return filtered_pages[1].id
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end
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local query_keywords = {}
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for word in query:lower():gmatch("%S+") do
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table.insert(query_keywords, word)
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@ -225,7 +222,7 @@ local function update_filtered_pages(query)
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for _, page in ipairs(all_pages) do
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local content, page_weight = filter_page_content(page, query_keywords)
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if #content > 0 then
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if page_has_contents(content) then
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local new_page = table.copy(page)
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new_page.content = content
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@ -243,28 +240,113 @@ local function update_filtered_pages(query)
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end
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local function build_page_components(page)
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local retval = {}
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local j = 1
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for i, content in ipairs(page.content) do
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if content == false then
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-- false is used to disable components conditionally (ie: Android specific)
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j = j - 1
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elseif type(content) == "string" then
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local setting = get_setting_info(content)
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assert(setting, "Unknown setting: " .. content)
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local function check_requirements(name, requires)
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if requires == nil then
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return true
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end
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local video_driver = core.get_active_driver()
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local shaders_support = video_driver == "opengl" or video_driver == "ogles2"
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local special = {
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android = PLATFORM == "Android",
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desktop = PLATFORM ~= "Android",
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touchscreen_gui = TOUCHSCREEN_GUI,
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keyboard_mouse = not TOUCHSCREEN_GUI,
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shaders_support = shaders_support,
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shaders = core.settings:get_bool("enable_shaders") and shaders_support,
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opengl = video_driver == "opengl",
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gles = video_driver:sub(1, 5) == "ogles",
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}
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for req_key, req_value in pairs(requires) do
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if special[req_key] == nil then
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local required_setting = get_setting_info(req_key)
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if required_setting == nil then
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core.log("warning", "Unknown setting " .. req_key .. " required by " .. name)
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end
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local actual_value = core.settings:get_bool(req_key,
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required_setting and core.is_yes(required_setting.default))
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if actual_value ~= req_value then
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return false
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end
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elseif special[req_key] ~= req_value then
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return false
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end
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end
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return true
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end
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function page_has_contents(content)
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for _, item in ipairs(content) do
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if item == false or item.heading then --luacheck: ignore
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-- skip
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elseif type(item) == "string" then
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local setting = get_setting_info(item)
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assert(setting, "Unknown setting: " .. item)
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if check_requirements(setting.name, setting.requires) then
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return true
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end
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elseif item.get_formspec then
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if check_requirements(item.id, item.requires) then
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return true
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end
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else
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error("Unknown content in page: " .. dump(item))
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end
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end
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return false
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end
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local function build_page_components(page)
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-- Filter settings based on requirements
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local content = {}
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local last_heading
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for _, item in ipairs(page.content) do
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if item == false then --luacheck: ignore
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-- skip
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elseif item.heading then
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last_heading = item
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else
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local name, requires
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if type(item) == "string" then
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local setting = get_setting_info(item)
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assert(setting, "Unknown setting: " .. item)
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name = setting.name
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requires = setting.requires
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elseif item.get_formspec then
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name = item.id
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requires = item.requires
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else
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error("Unknown content in page: " .. dump(item))
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end
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if check_requirements(name, requires) then
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if last_heading then
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content[#content + 1] = last_heading
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last_heading = nil
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end
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content[#content + 1] = item
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end
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end
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end
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-- Create components
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local retval = {}
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for i, item in ipairs(content) do
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if type(item) == "string" then
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local setting = get_setting_info(item)
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local component_func = component_funcs[setting.type]
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assert(component_func, "Unknown setting type: " .. setting.type)
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retval[j] = component_func(setting)
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elseif content.get_formspec then
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retval[j] = content
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elseif content.heading then
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retval[j] = component_funcs.heading(content.heading)
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else
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error("Unknown content in page: " .. dump(content))
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retval[i] = component_func(setting)
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elseif item.get_formspec then
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retval[i] = item
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elseif item.heading then
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retval[i] = component_funcs.heading(item.heading)
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end
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j = j + 1
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end
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return retval
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end
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@ -343,7 +425,8 @@ local function get_formspec(dialogdata)
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local last_section = nil
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for _, other_page in ipairs(filtered_pages) do
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if other_page.section ~= last_section then
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fs[#fs + 1] = ("label[0.1,%f;%s]"):format(y + 0.41, core.colorize("#ff0", fgettext(other_page.section)))
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fs[#fs + 1] = ("label[0.1,%f;%s]"):format(
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y + 0.41, core.colorize("#ff0", fgettext(other_page.section)))
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last_section = other_page.section
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y = y + 0.82
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end
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@ -487,10 +570,15 @@ local function buttonhandler(this, fields)
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for i, comp in ipairs(dialogdata.components) do
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if comp.on_submit and comp:on_submit(fields, this) then
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-- Clear components so they regenerate
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dialogdata.components = nil
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return true
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end
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if comp.setting and fields["reset_" .. i] then
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core.settings:remove(comp.setting.name)
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-- Clear components so they regenerate
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dialogdata.components = nil
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return true
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end
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end
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@ -51,20 +51,16 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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line = line:gsub("\r", "")
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-- comment
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local comment = line:match("^#" .. CHAR_CLASSES.SPACE .. "*(.*)$")
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if comment then
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if settings.current_comment == "" then
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settings.current_comment = comment
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else
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settings.current_comment = settings.current_comment .. "\n" .. comment
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end
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local comment_match = line:match("^#" .. CHAR_CLASSES.SPACE .. "*(.*)$")
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if comment_match then
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settings.current_comment[#settings.current_comment + 1] = comment_match
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return
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end
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-- clear current_comment so only comments directly above a setting are bound to it
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-- but keep a local reference to it for variables in the current line
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local current_comment = settings.current_comment
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settings.current_comment = ""
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settings.current_comment = {}
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-- empty lines
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if line:match("^" .. CHAR_CLASSES.SPACE .. "*$") then
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@ -103,11 +99,32 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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return "Tried to add \"secure.\" setting"
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end
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local requires = {}
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local last_line = #current_comment > 0 and current_comment[#current_comment]:trim()
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if last_line and last_line:lower():sub(1, 9) == "requires:" then
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local parts = last_line:sub(10):split(",")
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current_comment[#current_comment] = nil
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for _, part in ipairs(parts) do
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part = part:trim()
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local value = true
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if part:sub(1, 1) == "!" then
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value = false
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part = part:sub(2):trim()
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end
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requires[part] = value
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end
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end
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if readable_name == "" then
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readable_name = nil
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end
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local remaining_line = line:sub(first_part:len() + 1)
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local comment = table.concat(current_comment, "\n"):trim()
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if setting_type == "int" then
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local default, min, max = remaining_line:match("^"
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-- first int is required, the last 2 are optional
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@ -129,7 +146,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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default = default,
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min = min,
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max = max,
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -151,7 +169,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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readable_name = readable_name,
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type = setting_type,
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default = default,
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -203,7 +222,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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flags = values[10]
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},
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values = values,
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comment = current_comment,
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requires = requires,
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comment = comment,
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noise_params = true,
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flags = flags_to_table("defaults,eased,absvalue")
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})
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@ -220,7 +240,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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readable_name = readable_name,
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type = "bool",
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default = remaining_line,
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -246,7 +267,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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default = default,
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min = min,
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max = max,
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -268,7 +290,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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type = "enum",
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default = default,
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values = values:split(",", true),
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -285,7 +308,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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readable_name = readable_name,
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type = setting_type,
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default = default,
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -314,7 +338,8 @@ local function parse_setting_line(settings, line, read_all, base_level, allow_se
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type = "flags",
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default = default,
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possible = flags_to_table(possible),
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comment = current_comment,
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requires = requires,
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comment = comment,
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})
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return
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end
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@ -324,7 +349,7 @@ end
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local function parse_single_file(file, filepath, read_all, result, base_level, allow_secure)
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-- store this helper variable in the table so it's easier to pass to parse_setting_line()
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result.current_comment = ""
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result.current_comment = {}
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local line = file:read("*line")
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while line do
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@ -57,6 +57,25 @@
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# Comments and (Readable name) are handled by gettext.
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# Comments should be complete sentences that describe the setting and possibly
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# give the user additional useful insight.
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# The last line of a comment can contain the requirements for the setting, ie:
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#
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# # This is a comment
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# #
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# # Requires: shaders, enable_dynamic_shadows, !touchscreen_gui
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# name (Readable name) type type_args
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#
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# A requirement can be the name of a boolean setting or an engine-defined value.
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# These requirements may be:
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#
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# * The value of a boolean setting, such as enable_dynamic_shadows
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# * An engine-defined value:
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# * shaders_support (a video driver that supports shaders, may not be enabled)
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# * shaders (both enable_shaders and shaders_support)
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# * desktop / android
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# * touchscreen_gui / keyboard_mouse
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# * opengl / gles
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# * You can negate any requirement by prepending with !
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#
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# Sections are marked by a single line in the format: [Section Name]
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# Sub-section are marked by adding * in front of the section name: [*Sub-section]
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# Sub-sub-sections have two * etc.
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@ -103,32 +122,48 @@ safe_dig_and_place (Safe digging and placing) bool false
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[*Keyboard and Mouse]
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# Invert vertical mouse movement.
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#
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# Requires: keyboard_mouse
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invert_mouse (Invert mouse) bool false
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# Mouse sensitivity multiplier.
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#
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# Requires: keyboard_mouse
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mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
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# Enable mouse wheel (scroll) for item selection in hotbar.
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#
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# Requires: keyboard_mouse
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enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
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# Invert mouse wheel (scroll) direction for item selection in hotbar.
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#
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# Requires: keyboard_mouse
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invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
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[*Touchscreen]
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# The length in pixels it takes for touch screen interaction to start.
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#
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# Requires: touchscreen_gui
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touchscreen_threshold (Touch screen threshold) int 20 0 100
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# Use crosshair to select object instead of whole screen.
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# If enabled, a crosshair will be shown and will be used for selecting object.
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#
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# Requires: touchscreen_gui
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touch_use_crosshair (Use crosshair for touch screen) bool false
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# (Android) Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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#
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# Requires: touchscreen_gui
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fixed_virtual_joystick (Fixed virtual joystick) bool false
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# (Android) Use virtual joystick to trigger "Aux1" button.
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# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
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#
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# Requires: touchscreen_gui
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virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
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@ -139,25 +174,37 @@ virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool fals
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[**Screen]
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# Width component of the initial window size.
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#
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# Requires: desktop
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screen_w (Screen width) int 1024 1 65535
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# Height component of the initial window size.
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#
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# Requires: desktop
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screen_h (Screen height) int 600 1 65535
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# Whether the window is maximized.
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#
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# Requires: desktop
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window_maximized (Window maximized) bool false
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# Save window size automatically when modified.
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# If true, screen size is saved in screen_w and screen_h, and whether the window
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# is maximized is stored in window_maximized.
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# (Autosaving window_maximized only works if compiled with SDL.)
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#
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# Requires: desktop
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autosave_screensize (Remember screen size) bool true
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# Fullscreen mode.
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#
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# Requires: desktop
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fullscreen (Full screen) bool false
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
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# open.
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#
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# Requires: desktop
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pause_on_lost_focus (Pause on lost window focus) bool false
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[**FPS]
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@ -258,14 +305,20 @@ ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
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# Path to save screenshots at. Can be an absolute or relative path.
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# The folder will be created if it doesn't already exist.
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#
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# Requires: desktop
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screenshot_path (Screenshot folder) path screenshots
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# Format of screenshots.
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#
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# Requires: desktop
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screenshot_format (Screenshot format) enum png png,jpg
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# Screenshot quality. Only used for JPEG format.
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# 1 means worst quality; 100 means best quality.
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# Use 0 for default quality.
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#
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# Requires: desktop
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screenshot_quality (Screenshot quality) int 0 0 100
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|
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[**Node and Entity Highlighting]
|
||||
@ -297,9 +350,13 @@ crosshair_alpha (Crosshair alpha) int 255 0 255
|
||||
enable_fog (Fog) bool true
|
||||
|
||||
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
|
||||
#
|
||||
# Requires: enable_fog
|
||||
directional_colored_fog (Colored fog) bool true
|
||||
|
||||
# Fraction of the visible distance at which fog starts to be rendered
|
||||
#
|
||||
# Requires: enable_fog
|
||||
fog_start (Fog start) float 0.4 0.0 0.99
|
||||
|
||||
[**Clouds]
|
||||
@ -308,6 +365,8 @@ fog_start (Fog start) float 0.4 0.0 0.99
|
||||
enable_clouds (Clouds) bool true
|
||||
|
||||
# Use 3D cloud look instead of flat.
|
||||
#
|
||||
# Requires: enable_clouds
|
||||
enable_3d_clouds (3D clouds) bool true
|
||||
|
||||
[**Filtering and Antialiasing]
|
||||
@ -386,89 +445,118 @@ enable_raytraced_culling (Enable Raytraced Culling) bool true
|
||||
# Shaders allow advanced visual effects and may increase performance on some video
|
||||
# cards.
|
||||
# This only works with the OpenGL video backend.
|
||||
#
|
||||
# Requires: shaders_support
|
||||
enable_shaders (Shaders) bool true
|
||||
|
||||
[**Waving Nodes]
|
||||
|
||||
# Set to true to enable waving leaves.
|
||||
# Requires shaders to be enabled.
|
||||
#
|
||||
# Requires: shaders
|
||||
enable_waving_leaves (Waving leaves) bool false
|
||||
|
||||
# Set to true to enable waving plants.
|
||||
# Requires shaders to be enabled.
|
||||
#
|
||||
# Requires: shaders
|
||||
enable_waving_plants (Waving plants) bool false
|
||||
|
||||
# Set to true to enable waving liquids (like water).
|
||||
# Requires shaders to be enabled.
|
||||
#
|
||||
# Requires: shaders
|
||||
enable_waving_water (Waving liquids) bool false
|
||||
|
||||
# The maximum height of the surface of waving liquids.
|
||||
# 4.0 = Wave height is two nodes.
|
||||
# 0.0 = Wave doesn't move at all.
|
||||
# Default is 1.0 (1/2 node).
|
||||
# Requires waving liquids to be enabled.
|
||||
#
|
||||
# Requires: shaders, enable_waving_water
|
||||
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
|
||||
|
||||
# Length of liquid waves.
|
||||
# Requires waving liquids to be enabled.
|
||||
#
|
||||
# Requires: shaders, enable_waving_water
|
||||
water_wave_length (Waving liquids wavelength) float 20.0 0.1
|
||||
|
||||
# How fast liquid waves will move. Higher = faster.
|
||||
# If negative, liquid waves will move backwards.
|
||||
# Requires waving liquids to be enabled.
|
||||
#
|
||||
# Requires: shaders, enable_waving_water
|
||||
water_wave_speed (Waving liquids wave speed) float 5.0
|
||||
|
||||
[**Dynamic shadows]
|
||||
|
||||
# Set to true to enable Shadow Mapping.
|
||||
# Requires shaders to be enabled.
|
||||
#
|
||||
# Requires: shaders, opengl
|
||||
enable_dynamic_shadows (Dynamic shadows) bool false
|
||||
|
||||
# Set the shadow strength gamma.
|
||||
# Adjusts the intensity of in-game dynamic shadows.
|
||||
# Lower value means lighter shadows, higher value means darker shadows.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
|
||||
|
||||
# Maximum distance to render shadows.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 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.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
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.
|
||||
# This can cause much more artifacts in the shadow.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
|
||||
|
||||
# Enable Poisson disk filtering.
|
||||
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_poisson_filter (Poisson filtering) bool true
|
||||
|
||||
# Define shadow filtering quality.
|
||||
# This simulates the soft shadows effect by applying a PCF or Poisson disk
|
||||
# but also uses more resources.
|
||||
# Define shadow filtering quality.
|
||||
# This simulates the soft shadows effect by applying a PCF or Poisson disk
|
||||
# but also uses more resources.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_filters (Shadow filter quality) enum 1 0,1,2
|
||||
|
||||
# Enable colored shadows.
|
||||
# On true translucent nodes cast colored shadows. This is expensive.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_map_color (Colored shadows) bool 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
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_update_frames (Map shadows update frames) int 8 1 16
|
||||
|
||||
# Set the soft shadow radius size.
|
||||
# Lower values mean sharper shadows, bigger values mean softer shadows.
|
||||
# Minimum value: 1.0; maximum value: 15.0
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
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.
|
||||
#
|
||||
# Requires: shaders, enable_dynamic_shadows, opengl
|
||||
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
|
||||
|
||||
[**Post Processing]
|
||||
@ -477,43 +565,59 @@ shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
|
||||
# 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.
|
||||
#
|
||||
# Requires: shaders
|
||||
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.
|
||||
#
|
||||
# Requires: shaders
|
||||
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
|
||||
#
|
||||
# Requires: shaders, enable_auto_exposure
|
||||
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
|
||||
|
||||
[**Bloom]
|
||||
|
||||
# Set to true to enable bloom effect.
|
||||
# Bright colors will bleed over the neighboring objects.
|
||||
#
|
||||
# Requires: shaders
|
||||
enable_bloom (Enable Bloom) bool false
|
||||
|
||||
# Set to true to render debugging breakdown of the bloom effect.
|
||||
# In debug mode, the screen is split into 4 quadrants:
|
||||
# top-left - processed base image, top-right - final image
|
||||
# bottom-left - raw base image, bottom-right - bloom texture.
|
||||
#
|
||||
# Requires: shaders, enable_bloom
|
||||
enable_bloom_debug (Enable Bloom Debug) bool false
|
||||
|
||||
# Defines how much bloom is applied to the rendered image
|
||||
# Smaller values make bloom more subtle
|
||||
# Range: from 0.01 to 1.0, default: 0.05
|
||||
#
|
||||
# Requires: shaders, enable_bloom
|
||||
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
|
||||
|
||||
# Defines the magnitude of bloom overexposure.
|
||||
# Range: from 0.1 to 10.0, default: 1.0
|
||||
#
|
||||
# Requires: shaders, enable_bloom
|
||||
bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
|
||||
|
||||
# Logical value that controls how far the bloom effect spreads
|
||||
# from the bright objects.
|
||||
# Range: from 0.1 to 8, default: 1
|
||||
#
|
||||
# Requires: shaders, enable_bloom
|
||||
bloom_radius (Bloom Radius) float 1 0.1 8
|
||||
|
||||
|
||||
@ -1665,6 +1769,8 @@ ignore_world_load_errors (Ignore world errors) bool false
|
||||
[**Graphics]
|
||||
|
||||
# Path to shader directory. If no path is defined, default location will be used.
|
||||
#
|
||||
# Requires: shaders
|
||||
shader_path (Shader path) path
|
||||
|
||||
# The rendering back-end.
|
||||
@ -1699,7 +1805,6 @@ mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
|
||||
# Value of 0 (default) will let Minetest autodetect the number of available threads.
|
||||
mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
|
||||
|
||||
|
||||
# Size of the MapBlock cache of the mesh generator. Increasing this will
|
||||
# increase the cache hit %, reducing the data being copied from the main
|
||||
# thread, thus reducing jitter.
|
||||
|
Loading…
Reference in New Issue
Block a user