master #3

Merged
BRNSystems merged 36 commits from Mirrorlandia_minetest/minetest:master into master 2023-12-09 21:39:18 +01:00
2 changed files with 15 additions and 8 deletions
Showing only changes of commit bae9f65411 - Show all commits

@ -324,17 +324,17 @@
### Filtering and Antialiasing
# Use mipmaps when scaling textures down. May slightly increase performance,
# Use mipmaps when scaling textures. May slightly increase performance,
# especially when using a high-resolution texture pack.
# Gamma-correct downscaling is not supported.
# type: bool
# mip_map = false
# Use bilinear filtering when scaling textures down.
# Use bilinear filtering when scaling textures.
# type: bool
# bilinear_filter = false
# Use trilinear filtering when scaling textures down.
# Use trilinear filtering when scaling textures.
# If both bilinear and trilinear filtering are enabled, trilinear filtering
# is applied.
# type: bool
@ -2731,7 +2731,14 @@
# type: enum values: disable, enable, force
# autoscale_mode = disable
# The base node texture size used for world-aligned texture autoscaling.
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
# type: int min: 1 max: 32768
# texture_min_size = 64

@ -135,11 +135,11 @@ fake_function() {
gettext("Use 3D cloud look instead of flat.");
gettext("Filtering and Antialiasing");
gettext("Mipmapping");
gettext("Use mipmaps when scaling textures down. May slightly increase performance,\nespecially when using a high-resolution texture pack.\nGamma-correct downscaling is not supported.");
gettext("Use mipmaps when scaling textures. May slightly increase performance,\nespecially when using a high-resolution texture pack.\nGamma-correct downscaling is not supported.");
gettext("Bilinear filtering");
gettext("Use bilinear filtering when scaling textures down.");
gettext("Use bilinear filtering when scaling textures.");
gettext("Trilinear filtering");
gettext("Use trilinear filtering when scaling textures down.\nIf both bilinear and trilinear filtering are enabled, trilinear filtering\nis applied.");
gettext("Use trilinear filtering when scaling textures.\nIf both bilinear and trilinear filtering are enabled, trilinear filtering\nis applied.");
gettext("Anisotropic filtering");
gettext("Use anisotropic filtering when looking at textures from an angle.");
gettext("Antialiasing method");
@ -847,7 +847,7 @@ fake_function() {
gettext("Autoscaling mode");
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("Base texture size");
gettext("The base node texture size used for world-aligned texture autoscaling.");
gettext("When using bilinear/trilinear/anisotropic filters, low-resolution textures\ncan be blurred, so automatically upscale them with nearest-neighbor\ninterpolation to preserve crisp pixels. This sets the minimum texture size\nfor the upscaled textures; higher values look sharper, but require more\nmemory. Powers of 2 are recommended. This setting is ONLY applied if\nbilinear/trilinear/anisotropic filtering is enabled.\nThis is also used as the base node texture size for world-aligned\ntexture autoscaling.");
gettext("Client Mesh Chunksize");
gettext("Side length of a cube of map blocks that the client will consider together\nwhen generating meshes.\nLarger values increase the utilization of the GPU by reducing the number of\ndraw calls, benefiting especially high-end GPUs.\nSystems with a low-end GPU (or no GPU) would benefit from smaller values.");
gettext("Font");