Setting structure improvements (#15218)

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grorp 2024-10-03 11:37:04 +02:00 committed by GitHub
parent eefaef53b7
commit 132e43346e
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3 changed files with 60 additions and 40 deletions

@ -67,6 +67,19 @@ function make.heading(text)
end
function make.note(text)
return {
full_width = true,
get_formspec = function(self, avail_w)
-- Assuming label height 0.4:
-- Position at y=0 to eat 0.2 of the padding above, leave 0.05.
-- The returned used_height doesn't include padding.
return ("label[0,0;%s]"):format(core.colorize("#bbb", core.formspec_escape(text))), 0.2
end,
}
end
--- Used for string and numeric style fields
---
--- @param converter Function to coerce values from strings.

@ -152,9 +152,19 @@ local function load()
table.insert(page_by_id.controls_keyboard_and_mouse.content, 1, change_keys)
do
local content = page_by_id.graphics_and_audio_shaders.content
local content = page_by_id.graphics_and_audio_effects.content
local idx = table.indexof(content, "enable_dynamic_shadows")
table.insert(content, idx, shadows_component)
idx = table.indexof(content, "enable_auto_exposure") + 1
local note = component_funcs.note(fgettext_ne("(The game will need to enable automatic exposure as well)"))
note.requires = get_setting_info("enable_auto_exposure").requires
table.insert(content, idx, note)
idx = table.indexof(content, "enable_volumetric_lighting") + 1
note = component_funcs.note(fgettext_ne("(The game will need to enable volumetric lighting as well)"))
note.requires = get_setting_info("enable_volumetric_lighting").requires
table.insert(content, idx, note)
end
-- These must not be translated, as they need to show in the local

@ -262,31 +262,6 @@ viewing_range (Viewing range) int 190 20 4000
# Higher values result in a less detailed image.
undersampling (Undersampling) int 1 1 8
[**Graphical Effects]
# Allows liquids to be translucent.
translucent_liquids (Translucent liquids) bool true
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
leaves_style (Leaves style) enum fancy fancy,simple,opaque
# Connects glass if supported by node.
connected_glass (Connect glass) bool false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
smooth_lighting (Smooth lighting) bool true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
performance_tradeoffs (Tradeoffs for performance) bool false
# Adds particles when digging a node.
enable_particles (Digging particles) bool true
[**3D]
# 3D support.
@ -466,7 +441,29 @@ enable_raytraced_culling (Enable Raytraced Culling) bool true
[*Shaders]
[*Effects]
# Allows liquids to be translucent.
translucent_liquids (Translucent liquids) bool true
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces
# - Opaque: disable transparency
leaves_style (Leaves style) enum fancy fancy,simple,opaque
# Connects glass if supported by node.
connected_glass (Connect glass) bool false
# Enable smooth lighting with simple ambient occlusion.
smooth_lighting (Smooth lighting) bool true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
performance_tradeoffs (Tradeoffs for performance) bool false
# Adds particles when digging a node.
enable_particles (Digging particles) bool true
[**Waving Nodes]
@ -504,11 +501,6 @@ water_wave_length (Waving liquids wavelength) float 20.0 0.1
# Requires: shaders, enable_waving_water
water_wave_speed (Waving liquids wave speed) float 5.0
# When enabled, liquid reflections are simulated.
#
# Requires: shaders, enable_waving_water, enable_dynamic_shadows
enable_water_reflections (Liquid reflections) bool false
[**Dynamic shadows]
# Set to true to enable Shadow Mapping.
@ -632,14 +624,6 @@ debanding (Enable Debanding) bool true
# Requires: shaders, enable_post_processing
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_post_processing, 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
@ -677,6 +661,11 @@ enable_translucent_foliage (Translucent foliage) bool false
# Requires: shaders, enable_dynamic_shadows
enable_node_specular (Node specular) bool false
# When enabled, liquid reflections are simulated.
#
# Requires: shaders, enable_waving_water, enable_dynamic_shadows
enable_water_reflections (Liquid reflections) bool false
[*Audio]
# Volume of all sounds.
@ -1940,6 +1929,14 @@ client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
# Enables debug and error-checking in the OpenGL driver.
opengl_debug (OpenGL debug) 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_post_processing, enable_bloom
enable_bloom_debug (Enable Bloom Debug) bool false
[**Sound]
# Comma-separated list of AL and ALC extensions that should not be used.
# Useful for testing. See al_extensions.[h,cpp] for details.