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Update example conf and settings translations
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@ -54,8 +54,9 @@
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# type: bool
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# autojump = false
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# Prevent digging and placing from repeating when holding the mouse buttons.
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# Prevent digging and placing from repeating when holding the respective buttons.
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# Enable this when you dig or place too often by accident.
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# On touchscreens, this only affects digging.
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# type: bool
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# safe_dig_and_place = false
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@ -69,23 +70,35 @@
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# type: float min: 0.001 max: 10
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# mouse_sensitivity = 0.2
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# Enable mouse wheel (scroll) for item selection in hotbar.
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# type: bool
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# enable_hotbar_mouse_wheel = true
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# Invert mouse wheel (scroll) direction for item selection in hotbar.
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# type: bool
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# invert_hotbar_mouse_wheel = 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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# The length in pixels it takes for touchscreen interaction to start.
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# type: int min: 0 max: 100
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# touchscreen_threshold = 20
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# Touchscreen sensitivity multiplier.
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# type: float min: 0.001 max: 10
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# touchscreen_sensitivity = 0.2
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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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# type: bool
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# touch_use_crosshair = false
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# (Android) Fixes the position of virtual joystick.
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# 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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# type: bool
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# fixed_virtual_joystick = false
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# (Android) Use virtual joystick to trigger "Aux1" button.
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# 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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# type: bool
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# virtual_joystick_triggers_aux1 = false
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@ -311,51 +324,49 @@
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### Filtering and Antialiasing
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# Use mipmapping to scale textures. May slightly increase performance,
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# Use mipmaps when scaling textures down. May slightly increase performance,
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# especially when using a high resolution texture pack.
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# Gamma correct downscaling is not supported.
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# Gamma-correct downscaling is not supported.
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# type: bool
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# mip_map = false
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# Use anisotropic filtering when viewing at textures from an angle.
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# type: bool
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# anisotropic_filter = false
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# Use bilinear filtering when scaling textures.
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# Use bilinear filtering when scaling textures down.
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# type: bool
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# bilinear_filter = false
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# Use trilinear filtering when scaling textures.
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# Use trilinear filtering when scaling textures down.
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# If both bilinear and trilinear filtering are enabled, trilinear filtering
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# is applied.
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# type: bool
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# trilinear_filter = false
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# Filtered textures can blend RGB values with fully-transparent neighbors,
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# which PNG optimizers usually discard, often resulting in dark or
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# light edges to transparent textures. Apply a filter to clean that up
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# at texture load time. This is automatically enabled if mipmapping is enabled.
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# Use anisotropic filtering when looking at textures from an angle.
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# type: bool
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# texture_clean_transparent = false
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# anisotropic_filter = false
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# When using bilinear/trilinear/anisotropic filters, low-resolution textures
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# can be blurred, so automatically upscale them with nearest-neighbor
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# interpolation to preserve crisp pixels. This sets the minimum texture size
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# for the upscaled textures; higher values look sharper, but require more
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# memory. Powers of 2 are recommended. This setting is ONLY applied if
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# bilinear/trilinear/anisotropic filtering is enabled.
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# This is also used as the base node texture size for world-aligned
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# texture autoscaling.
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# type: int min: 1 max: 32768
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# texture_min_size = 64
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# Select the antialiasing method to apply.
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#
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# * FXAA - Fast approximate antialiasing (requires shaders)
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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# Provides balance between speed and image quality.
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#
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# * SSAA - Super-sampling antialiasing (requires shaders)
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# Renders higher-resolution image of the scene, then scales down to reduce
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# the aliasing effects. This is the slowest and the most accurate method.
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# type: enum values: none, fsaa, fxaa, ssaa
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# antialiasing = none
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# Use multi-sample antialiasing (MSAA) to smooth out block edges.
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# This algorithm smooths out the 3D viewport while keeping the image sharp,
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# but it doesn't affect the insides of textures
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# (which is especially noticeable with transparent textures).
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# Visible spaces appear between nodes when shaders are disabled.
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# If set to 0, MSAA is disabled.
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# A restart is required after changing this option.
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# type: enum values: 0, 1, 2, 4, 8, 16
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# fsaa = 0
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# Defines size of the sampling grid for FSAA and SSAA antializasing methods.
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# Value of 2 means taking 2x2 = 4 samples.
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# type: enum values: 2, 4, 8, 16
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# fsaa = 2
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### Occlusion Culling
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@ -385,17 +396,14 @@
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### Waving Nodes
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# Set to true to enable waving leaves.
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# Requires shaders to be enabled.
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# type: bool
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# enable_waving_leaves = false
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# Set to true to enable waving plants.
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# Requires shaders to be enabled.
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# type: bool
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# enable_waving_plants = false
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# Set to true to enable waving liquids (like water).
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# Requires shaders to be enabled.
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# type: bool
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# enable_waving_water = false
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@ -403,25 +411,21 @@
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# 4.0 = Wave height is two nodes.
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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# Requires waving liquids to be enabled.
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# type: float min: 0 max: 4
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# water_wave_height = 1.0
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# Length of liquid waves.
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# Requires waving liquids to be enabled.
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# type: float min: 0.1
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# water_wave_length = 20.0
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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# Requires waving liquids to be enabled.
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# type: float
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# water_wave_speed = 5.0
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### Dynamic shadows
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# Set to true to enable Shadow Mapping.
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# Requires shaders to be enabled.
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# type: bool
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# enable_dynamic_shadows = false
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@ -2597,7 +2601,7 @@
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# The file path relative to your worldpath in which profiles will be saved to.
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# type: string
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# profiler.report_path = ""
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# profiler.report_path =
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# Instrument the methods of entities on registration.
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# type: bool
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@ -2727,6 +2731,10 @@
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# type: enum values: disable, enable, force
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# autoscale_mode = disable
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# The base node texture size used for world-aligned texture autoscaling.
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# type: int min: 1 max: 32768
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# texture_min_size = 64
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# Side length of a cube of map blocks that the client will consider together
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# when generating meshes.
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# Larger values increase the utilization of the GPU by reducing the number of
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@ -3063,7 +3071,7 @@
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### cURL
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# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
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# type: int min: 100 max: 2147483647
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# type: int min: 1000 max: 2147483647
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# curl_timeout = 20000
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# Limits number of parallel HTTP requests. Affects:
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@ -3075,7 +3083,7 @@
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# curl_parallel_limit = 8
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# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
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# type: int min: 100 max: 2147483647
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# type: int min: 5000 max: 2147483647
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# curl_file_download_timeout = 300000
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### Misc
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@ -3154,7 +3162,7 @@
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# type: float min: 0.001
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# joystick_frustum_sensitivity = 170.0
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## Temporary Settings
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## Hide: Temporary Settings
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# Path to texture directory. All textures are first searched from here.
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# type: path
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@ -3215,13 +3223,21 @@
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# type: bool
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# continuous_forward = false
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# Whether to show technical names.
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# This can be bound to a key to toggle camera smoothing when looking around.
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# Useful for recording videos
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# type: bool
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# cinematic = false
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# Affects mods and texture packs in the Content and Select Mods menus, as well as
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# setting names in All Settings.
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# Controlled by the checkbox in the "All settings" menu.
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# setting names.
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# Controlled by a checkbox in the settings menu.
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# type: bool
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# show_technical_names = false
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# Controlled by a checkbox in the settings menu.
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# type: bool
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# show_advanced = false
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# Enables the sound system.
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# If disabled, this completely disables all sounds everywhere and the in-game
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# sound controls will be non-functional.
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@ -3241,10 +3257,10 @@
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# type: int
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# update_last_known = 0
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# This can be bound to a key to toggle camera smoothing when looking around.
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# Useful for recording videos
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# If this is set to true, the user will never (again) be shown the
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# "reinstall Minetest Game" notification.
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# type: bool
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# cinematic = false
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# no_mtg_notification = false
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# Key for moving the player forward.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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@ -22,21 +22,27 @@ fake_function() {
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gettext("Automatic jumping");
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gettext("Automatically jump up single-node obstacles.");
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gettext("Safe digging and placing");
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gettext("Prevent digging and placing from repeating when holding the mouse buttons.\nEnable this when you dig or place too often by accident.");
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gettext("Prevent digging and placing from repeating when holding the respective buttons.\nEnable this when you dig or place too often by accident.\nOn touchscreens, this only affects digging.");
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gettext("Keyboard and Mouse");
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gettext("Invert mouse");
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gettext("Invert vertical mouse movement.");
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gettext("Mouse sensitivity");
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gettext("Mouse sensitivity multiplier.");
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gettext("Hotbar: Enable mouse wheel for selection");
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gettext("Enable mouse wheel (scroll) for item selection in hotbar.");
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gettext("Hotbar: Invert mouse wheel direction");
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gettext("Invert mouse wheel (scroll) direction for item selection in hotbar.");
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gettext("Touchscreen");
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gettext("Touch screen threshold");
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gettext("The length in pixels it takes for touch screen interaction to start.");
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gettext("Touchscreen threshold");
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gettext("The length in pixels it takes for touchscreen interaction to start.");
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gettext("Touchscreen sensitivity");
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gettext("Touchscreen sensitivity multiplier.");
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gettext("Use crosshair for touch screen");
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gettext("Use crosshair to select object instead of whole screen.\nIf enabled, a crosshair will be shown and will be used for selecting object.");
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gettext("Fixed virtual joystick");
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gettext("(Android) Fixes the position of virtual joystick.\nIf disabled, virtual joystick will center to first-touch's position.");
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gettext("Fixes the position of virtual joystick.\nIf disabled, virtual joystick will center to first-touch's position.");
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gettext("Virtual joystick triggers Aux1 button");
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gettext("(Android) Use virtual joystick to trigger \"Aux1\" button.\nIf enabled, virtual joystick will also tap \"Aux1\" button when out of main circle.");
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gettext("Use virtual joystick to trigger \"Aux1\" button.\nIf enabled, virtual joystick will also tap \"Aux1\" button when out of main circle.");
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gettext("Graphics and Audio");
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gettext("Graphics");
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gettext("Screen");
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@ -129,19 +135,17 @@ fake_function() {
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gettext("Use 3D cloud look instead of flat.");
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gettext("Filtering and Antialiasing");
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gettext("Mipmapping");
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gettext("Use mipmapping to scale textures. May slightly increase performance,\nespecially when using a high resolution texture pack.\nGamma correct downscaling is not supported.");
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gettext("Anisotropic filtering");
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gettext("Use anisotropic filtering when viewing at textures from an angle.");
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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.");
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gettext("Bilinear filtering");
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gettext("Use bilinear filtering when scaling textures.");
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gettext("Use bilinear filtering when scaling textures down.");
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gettext("Trilinear filtering");
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gettext("Use trilinear filtering when scaling textures.");
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gettext("Clean transparent textures");
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gettext("Filtered textures can blend RGB values with fully-transparent neighbors,\nwhich PNG optimizers usually discard, often resulting in dark or\nlight edges to transparent textures. Apply a filter to clean that up\nat texture load time. This is automatically enabled if mipmapping is enabled.");
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gettext("Minimum texture size");
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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.");
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gettext("FSAA");
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gettext("Use multi-sample antialiasing (MSAA) to smooth out block edges.\nThis algorithm smooths out the 3D viewport while keeping the image sharp,\nbut it doesn't affect the insides of textures\n(which is especially noticeable with transparent textures).\nVisible spaces appear between nodes when shaders are disabled.\nIf set to 0, MSAA is disabled.\nA restart is required after changing this option.");
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gettext("Use trilinear filtering when scaling textures down.\nIf both bilinear and trilinear filtering are enabled, trilinear filtering\nis applied.");
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gettext("Anisotropic filtering");
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gettext("Use anisotropic filtering when looking at textures from an angle.");
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gettext("Antialiasing method");
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gettext("Select the antialiasing method to apply.\n\n* None - No antialiasing (default)\n\n* FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)\nA.K.A multi-sample antialiasing (MSAA)\nSmoothens out block edges but does not affect the insides of textures.\nA restart is required to change this option.\n\n* FXAA - Fast approximate antialiasing (requires shaders)\nApplies a post-processing filter to detect and smoothen high-contrast edges.\nProvides balance between speed and image quality.\n\n* SSAA - Super-sampling antialiasing (requires shaders)\nRenders higher-resolution image of the scene, then scales down to reduce\nthe aliasing effects. This is the slowest and the most accurate method.");
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gettext("Anti-aliasing scale");
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gettext("Defines size of the sampling grid for FSAA and SSAA antializasing methods.\nValue of 2 means taking 2x2 = 4 samples.");
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gettext("Occlusion Culling");
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gettext("Occlusion Culler");
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gettext("Type of occlusion_culler\n\n\"loops\" is the legacy algorithm with nested loops and O(n³) complexity\n\"bfs\" is the new algorithm based on breadth-first-search and side culling\n\nThis setting should only be changed if you have performance problems.");
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@ -152,20 +156,20 @@ fake_function() {
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gettext("Shaders allow advanced visual effects and may increase performance on some video\ncards.\nThis only works with the OpenGL video backend.");
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gettext("Waving Nodes");
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gettext("Waving leaves");
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gettext("Set to true to enable waving leaves.\nRequires shaders to be enabled.");
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gettext("Set to true to enable waving leaves.");
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gettext("Waving plants");
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gettext("Set to true to enable waving plants.\nRequires shaders to be enabled.");
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gettext("Set to true to enable waving plants.");
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gettext("Waving liquids");
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gettext("Set to true to enable waving liquids (like water).\nRequires shaders to be enabled.");
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gettext("Set to true to enable waving liquids (like water).");
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gettext("Waving liquids wave height");
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gettext("The maximum height of the surface of waving liquids.\n4.0 = Wave height is two nodes.\n0.0 = Wave doesn't move at all.\nDefault is 1.0 (1/2 node).\nRequires waving liquids to be enabled.");
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gettext("The maximum height of the surface of waving liquids.\n4.0 = Wave height is two nodes.\n0.0 = Wave doesn't move at all.\nDefault is 1.0 (1/2 node).");
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gettext("Waving liquids wavelength");
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gettext("Length of liquid waves.\nRequires waving liquids to be enabled.");
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gettext("Length of liquid waves.");
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gettext("Waving liquids wave speed");
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gettext("How fast liquid waves will move. Higher = faster.\nIf negative, liquid waves will move backwards.\nRequires waving liquids to be enabled.");
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gettext("How fast liquid waves will move. Higher = faster.\nIf negative, liquid waves will move backwards.");
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gettext("Dynamic shadows");
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gettext("Dynamic shadows");
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gettext("Set to true to enable Shadow Mapping.\nRequires shaders to be enabled.");
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gettext("Set to true to enable Shadow Mapping.");
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gettext("Shadow strength gamma");
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gettext("Set the shadow strength gamma.\nAdjusts the intensity of in-game dynamic shadows.\nLower value means lighter shadows, higher value means darker shadows.");
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gettext("Shadow map max distance in nodes to render shadows");
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@ -842,6 +846,8 @@ fake_function() {
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gettext("Textures on a node may be aligned either to the node or to the world.\nThe former mode suits better things like machines, furniture, etc., while\nthe latter makes stairs and microblocks fit surroundings better.\nHowever, as this possibility is new, thus may not be used by older servers,\nthis option allows enforcing it for certain node types. Note though that\nthat is considered EXPERIMENTAL and may not work properly.");
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gettext("Autoscaling mode");
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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!");
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gettext("Base texture size");
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gettext("The base node texture size used for world-aligned texture autoscaling.");
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gettext("Client Mesh Chunksize");
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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.");
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gettext("Font");
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@ -1005,7 +1011,7 @@ fake_function() {
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gettext("The dead zone of the joystick");
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gettext("Joystick frustum sensitivity");
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gettext("The sensitivity of the joystick axes for moving the\nin-game view frustum around.");
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gettext("Temporary Settings");
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gettext("Hide: Temporary Settings");
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gettext("Texture path");
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gettext("Path to texture directory. All textures are first searched from here.");
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gettext("Minimap");
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@ -1016,8 +1022,6 @@ fake_function() {
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gettext("Address to connect to.\nLeave this blank to start a local server.\nNote that the address field in the main menu overrides this setting.");
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gettext("Remote port");
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gettext("Port to connect to (UDP).\nNote that the port field in the main menu overrides this setting.");
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gettext("Default game");
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gettext("Default game when creating a new world.\nThis will be overridden when creating a world from the main menu.");
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gettext("Damage");
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gettext("Enable players getting damage and dying.");
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gettext("Creative");
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@ -1034,14 +1038,18 @@ fake_function() {
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gettext("If enabled together with fly mode, player is able to fly through solid nodes.\nThis requires the \"noclip\" privilege on the server.");
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gettext("Continuous forward");
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gettext("Continuous forward movement, toggled by autoforward key.\nPress the autoforward key again or the backwards movement to disable.");
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gettext("Cinematic mode");
|
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gettext("This can be bound to a key to toggle camera smoothing when looking around.\nUseful for recording videos");
|
||||
gettext("Show technical names");
|
||||
gettext("Whether to show technical names.\nAffects mods and texture packs in the Content and Select Mods menus, as well as\nsetting names in All Settings.\nControlled by the checkbox in the \"All settings\" menu.");
|
||||
gettext("Affects mods and texture packs in the Content and Select Mods menus, as well as\nsetting names.\nControlled by a checkbox in the settings menu.");
|
||||
gettext("Show advanced settings");
|
||||
gettext("Controlled by a checkbox in the settings menu.");
|
||||
gettext("Sound");
|
||||
gettext("Enables the sound system.\nIf disabled, this completely disables all sounds everywhere and the in-game\nsound controls will be non-functional.\nChanging this setting requires a restart.");
|
||||
gettext("Last update check");
|
||||
gettext("Unix timestamp (integer) of when the client last checked for an update\nSet this value to \"disabled\" to never check for updates.");
|
||||
gettext("Last known version update");
|
||||
gettext("Version number which was last seen during an update check.\n\nRepresentation: MMMIIIPPP, where M=Major, I=Minor, P=Patch\nEx: 5.5.0 is 005005000");
|
||||
gettext("Cinematic mode");
|
||||
gettext("This can be bound to a key to toggle camera smoothing when looking around.\nUseful for recording videos");
|
||||
gettext("Don't show \"reinstall Minetest Game\" notification");
|
||||
gettext("If this is set to true, the user will never (again) be shown the\n\"reinstall Minetest Game\" notification.");
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user