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Setting structure improvements (#15218)
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@ -67,6 +67,19 @@ function make.heading(text)
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end
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end
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function make.note(text)
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return {
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full_width = true,
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get_formspec = function(self, avail_w)
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-- Assuming label height 0.4:
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-- Position at y=0 to eat 0.2 of the padding above, leave 0.05.
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-- The returned used_height doesn't include padding.
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return ("label[0,0;%s]"):format(core.colorize("#bbb", core.formspec_escape(text))), 0.2
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end,
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}
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end
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--- Used for string and numeric style fields
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--- Used for string and numeric style fields
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---
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---
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--- @param converter Function to coerce values from strings.
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--- @param converter Function to coerce values from strings.
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@ -152,9 +152,19 @@ local function load()
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table.insert(page_by_id.controls_keyboard_and_mouse.content, 1, change_keys)
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table.insert(page_by_id.controls_keyboard_and_mouse.content, 1, change_keys)
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do
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do
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local content = page_by_id.graphics_and_audio_shaders.content
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local content = page_by_id.graphics_and_audio_effects.content
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local idx = table.indexof(content, "enable_dynamic_shadows")
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local idx = table.indexof(content, "enable_dynamic_shadows")
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table.insert(content, idx, shadows_component)
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table.insert(content, idx, shadows_component)
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idx = table.indexof(content, "enable_auto_exposure") + 1
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local note = component_funcs.note(fgettext_ne("(The game will need to enable automatic exposure as well)"))
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note.requires = get_setting_info("enable_auto_exposure").requires
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table.insert(content, idx, note)
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idx = table.indexof(content, "enable_volumetric_lighting") + 1
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note = component_funcs.note(fgettext_ne("(The game will need to enable volumetric lighting as well)"))
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note.requires = get_setting_info("enable_volumetric_lighting").requires
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table.insert(content, idx, note)
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end
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end
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-- These must not be translated, as they need to show in the local
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-- These must not be translated, as they need to show in the local
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@ -262,31 +262,6 @@ viewing_range (Viewing range) int 190 20 4000
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# Higher values result in a less detailed image.
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# Higher values result in a less detailed image.
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undersampling (Undersampling) int 1 1 8
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undersampling (Undersampling) int 1 1 8
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[**Graphical Effects]
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# Allows liquids to be translucent.
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translucent_liquids (Translucent liquids) bool true
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces, if defined special_tiles are used
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# - Opaque: disable transparency
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leaves_style (Leaves style) enum fancy fancy,simple,opaque
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# Connects glass if supported by node.
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connected_glass (Connect glass) bool false
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# Enable smooth lighting with simple ambient occlusion.
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# Disable for speed or for different looks.
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smooth_lighting (Smooth lighting) bool true
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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performance_tradeoffs (Tradeoffs for performance) bool false
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# Adds particles when digging a node.
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enable_particles (Digging particles) bool true
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[**3D]
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[**3D]
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# 3D support.
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# 3D support.
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@ -466,7 +441,29 @@ enable_raytraced_culling (Enable Raytraced Culling) bool true
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[*Shaders]
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[*Effects]
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# Allows liquids to be translucent.
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translucent_liquids (Translucent liquids) bool true
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces
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# - Opaque: disable transparency
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leaves_style (Leaves style) enum fancy fancy,simple,opaque
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# Connects glass if supported by node.
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connected_glass (Connect glass) bool false
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# Enable smooth lighting with simple ambient occlusion.
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smooth_lighting (Smooth lighting) bool true
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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performance_tradeoffs (Tradeoffs for performance) bool false
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# Adds particles when digging a node.
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enable_particles (Digging particles) bool true
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[**Waving Nodes]
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[**Waving Nodes]
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@ -504,11 +501,6 @@ water_wave_length (Waving liquids wavelength) float 20.0 0.1
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# Requires: shaders, enable_waving_water
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# Requires: shaders, enable_waving_water
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water_wave_speed (Waving liquids wave speed) float 5.0
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water_wave_speed (Waving liquids wave speed) float 5.0
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# When enabled, liquid reflections are simulated.
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#
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# Requires: shaders, enable_waving_water, enable_dynamic_shadows
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enable_water_reflections (Liquid reflections) bool false
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[**Dynamic shadows]
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[**Dynamic shadows]
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# Set to true to enable Shadow Mapping.
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# Set to true to enable Shadow Mapping.
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@ -632,14 +624,6 @@ debanding (Enable Debanding) bool true
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# Requires: shaders, enable_post_processing
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# Requires: shaders, enable_post_processing
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enable_bloom (Enable Bloom) bool false
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enable_bloom (Enable Bloom) bool false
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# Set to true to render debugging breakdown of the bloom effect.
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# In debug mode, the screen is split into 4 quadrants:
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# top-left - processed base image, top-right - final image
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# bottom-left - raw base image, bottom-right - bloom texture.
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#
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# Requires: shaders, enable_post_processing, enable_bloom
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enable_bloom_debug (Enable Bloom Debug) bool false
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# Defines how much bloom is applied to the rendered image
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# Defines how much bloom is applied to the rendered image
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# Smaller values make bloom more subtle
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# Smaller values make bloom more subtle
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# Range: from 0.01 to 1.0, default: 0.05
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# Range: from 0.01 to 1.0, default: 0.05
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@ -677,6 +661,11 @@ enable_translucent_foliage (Translucent foliage) bool false
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# Requires: shaders, enable_dynamic_shadows
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# Requires: shaders, enable_dynamic_shadows
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enable_node_specular (Node specular) bool false
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enable_node_specular (Node specular) bool false
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# When enabled, liquid reflections are simulated.
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#
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# Requires: shaders, enable_waving_water, enable_dynamic_shadows
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enable_water_reflections (Liquid reflections) bool false
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[*Audio]
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[*Audio]
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# Volume of all sounds.
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# Volume of all sounds.
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@ -1940,6 +1929,14 @@ client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
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# Enables debug and error-checking in the OpenGL driver.
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# Enables debug and error-checking in the OpenGL driver.
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opengl_debug (OpenGL debug) bool false
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opengl_debug (OpenGL debug) bool false
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# Set to true to render debugging breakdown of the bloom effect.
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# In debug mode, the screen is split into 4 quadrants:
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# top-left - processed base image, top-right - final image
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# bottom-left - raw base image, bottom-right - bloom texture.
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#
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# Requires: shaders, enable_post_processing, enable_bloom
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enable_bloom_debug (Enable Bloom Debug) bool false
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[**Sound]
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[**Sound]
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# Comma-separated list of AL and ALC extensions that should not be used.
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# Comma-separated list of AL and ALC extensions that should not be used.
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# Useful for testing. See al_extensions.[h,cpp] for details.
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# Useful for testing. See al_extensions.[h,cpp] for details.
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