Fix some typos in builtin (#11370)

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Wuzzy 2021-06-21 16:30:29 +00:00 committed by GitHub
parent 2db6b07de1
commit b28523bf38
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2 changed files with 15 additions and 15 deletions

@ -620,7 +620,7 @@ local function create_change_setting_formspec(dialogdata)
-- Third row
add_field(0.3, "te_octaves", fgettext("Octaves"), t[7])
add_field(3.6, "te_persist", fgettext("Persistance"), t[8])
add_field(3.6, "te_persist", fgettext("Persistence"), t[8])
add_field(6.9, "te_lacun", fgettext("Lacunarity"), t[9])
height = height + 1.1

@ -513,7 +513,7 @@ texture_clean_transparent (Clean transparent textures) bool false
# 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 applies if
# 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.
@ -605,12 +605,12 @@ shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
# This can cause much more artifacts in the shadow.
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.
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
shadow_poisson_filter (Poisson filtering) bool true
# Define shadow filtering quality
# This simulates the soft shadows effect by applying a PCF or poisson disk
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
shadow_filters (Shadow filter quality) enum 1 0,1,2
@ -619,19 +619,19 @@ shadow_filters (Shadow filter quality) enum 1 0,1,2
shadow_map_color (Colored shadows) bool false
# Set the shadow update time.
# Lower value means shadows and map updates faster, but it consume more resources.
# Minimun value 0.001 seconds max value 0.2 seconds
# Set the shadow update time, in seconds.
# Lower value means shadows and map updates faster, but it consumes more resources.
# Minimum value: 0.001; maximum value: 0.2
shadow_update_time (Map update time) float 0.2 0.001 0.2
# Set the soft shadow radius size.
# Lower values mean sharper shadows bigger values softer.
# Minimun value 1.0 and max value 10.0
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maxiumum value: 10.0
shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
# Set the tilt of Sun/Moon orbit in degrees
# Value of 0 means no tilt / vertical orbit.
# Minimun value 0.0 and max value 60.0
# Minimum value: 0.0; maximum value: 60.0
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
[**Advanced]
@ -776,7 +776,7 @@ selectionbox_width (Selection box width) int 2 1 5
crosshair_color (Crosshair color) string (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# Also controls the object crosshair color
# This also applies to the object crosshair.
crosshair_alpha (Crosshair alpha) int 255 0 255
# Maximum number of recent chat messages to show
@ -991,9 +991,9 @@ address (Server address) string
remote_port (Remote port) int 30000 1 65535
# Prometheus listener address.
# If minetest is compiled with ENABLE_PROMETHEUS option enabled,
# If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
# enable metrics listener for Prometheus on that address.
# Metrics can be fetch on http://127.0.0.1:30000/metrics
# Metrics can be fetched on http://127.0.0.1:30000/metrics
prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
# Save the map received by the client on disk.