Update minetest.conf.example and settings_translation_file.cpp

This commit is contained in:
updatepo.sh 2024-07-11 15:13:57 +02:00 committed by Gregor Parzefall
parent 652a21ba8a
commit f5716ef141
2 changed files with 145 additions and 73 deletions

@ -50,6 +50,11 @@
# type: float min: 0.16 max: 2
# repeat_place_time = 0.25
# The minimum time in seconds it takes between digging nodes when holding
# the dig button.
# type: float min: 0 max: 2
# repeat_dig_time = 0.0
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
@ -80,14 +85,22 @@
## Touchscreen
# The length in pixels it takes for touchscreen interaction to start.
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# Enables touchscreen mode, allowing you to play the game with a touchscreen.
# type: bool
# enable_touch = true
# Touchscreen sensitivity multiplier.
# type: float min: 0.001 max: 10
# touchscreen_sensitivity = 0.2
# The length in pixels after which a touch interaction is considered movement.
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# The delay in milliseconds after which a touch interaction is considered a long tap.
# type: int min: 100 max: 1000
# touch_long_tap_delay = 400
# Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object.
# type: bool
@ -103,6 +116,18 @@
# type: bool
# virtual_joystick_triggers_aux1 = false
# The gesture for for punching players/entities.
# This can be overridden by games and mods.
#
# * short_tap
# Easy to use and well-known from other games that shall not be named.
#
# * long_tap
# Known from the classic Minetest mobile controls.
# Combat is more or less impossible.
# type: enum values: short_tap, long_tap
# touch_punch_gesture = short_tap
#
# Graphics and Audio
#
@ -167,9 +192,9 @@
### Graphics Effects
# Makes all liquids opaque
# Allows liquids to be translucent.
# type: bool
# opaque_water = false
# translucent_liquids = true
# Leaves style:
# - Fancy: all faces visible
@ -348,7 +373,8 @@
#
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
# * FSAA - Hardware-provided full-screen antialiasing
# (incompatible with Post Processing and Undersampling)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
@ -389,7 +415,6 @@
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
# This only works with the OpenGL video backend.
# type: bool
# enable_shaders = true
@ -488,6 +513,10 @@
### Post Processing
# Enables the post processing pipeline.
# type: bool
# enable_post_processing = true
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
@ -508,6 +537,16 @@
# type: float min: -1 max: 1
# exposure_compensation = 0.0
# Apply dithering to reduce color banding artifacts.
# Dithering significantly increases the size of losslessly-compressed
# screenshots and it works incorrectly if the display or operating system
# performs additional dithering or if the color channels are not quantized
# to 8 bits.
# With OpenGL ES, dithering only works if the shader supports high
# floating-point precision and it may have a higher performance impact.
# type: bool
# debanding = true
### Bloom
# Set to true to enable bloom effect.
@ -539,6 +578,10 @@
# type: float min: 0.1 max: 8
# bloom_radius = 1
# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
# type: bool
# enable_volumetric_lighting = false
## Audio
# Volume of all sounds.
@ -546,6 +589,10 @@
# type: float min: 0 max: 1
# sound_volume = 0.8
# Volume multiplier when the window is unfocused.
# type: float min: 0 max: 1
# sound_volume_unfocused = 0.3
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the
@ -555,7 +602,7 @@
## User Interfaces
# Set the language. Leave empty to use the system language.
# Set the language. By default, the system language is used.
# A restart is required after changing this.
# type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
# language =
@ -694,6 +741,7 @@
# enable_split_login_register = true
# URL to JSON file which provides information about the newest Minetest release
# If this is empty the engine will never check for updates.
# type: string
# update_information_url = https://www.minetest.net/release_info.json
@ -763,8 +811,8 @@
# Define the oldest clients allowed to connect.
# Older clients are compatible in the sense that they will not crash when connecting
# to new servers, but they may not support all new features that you are expecting.
# This allows more fine-grained control than strict_protocol_version_checking.
# Minetest may still enforce its own internal minimum, and enabling
# This allows for more fine-grained control than strict_protocol_version_checking.
# Minetest still enforces its own internal minimum, and enabling
# strict_protocol_version_checking will effectively override this.
# type: int min: 1 max: 65535
# protocol_version_min = 1
@ -1186,8 +1234,9 @@
# The 'snowbiomes' flag enables the new 5 biome system.
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
# the 'jungles' flag is ignored.
# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees, notemples
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag is enabled, this is ignored.
@ -2591,6 +2640,10 @@
# type: bool
# random_input = false
# Enable random mod loading (mainly used for testing).
# type: bool
# random_mod_load_order = false
# Enable mod channels support.
# type: bool
# enable_mod_channels = false
@ -2673,8 +2726,8 @@
# The rendering back-end.
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
# Shaders are supported by OpenGL and OGLES2 (experimental).
# type: enum values: , opengl, ogles1, ogles2
# Shaders are supported by everything but OGLES1.
# type: enum values: , opengl, opengl3, ogles1, ogles2
# video_driver =
# Distance in nodes at which transparency depth sorting is enabled
@ -2682,11 +2735,6 @@
# type: int min: 0 max: 128
# transparency_sorting_distance = 16
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
# type: bool
# enable_vbo = true
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int min: 1 max: 62
@ -2710,12 +2758,6 @@
# type: int min: 0 max: 8
# mesh_generation_threads = 0
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
# type: int min: 0 max: 1000
# meshgen_block_cache_size = 20
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
@ -2759,6 +2801,17 @@
# type: int min: 1 max: 16
# client_mesh_chunk = 1
# Enables debug and error-checking in the OpenGL driver.
# type: bool
# opengl_debug = 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.
# type: string
# sound_extensions_blacklist =
### Font
# type: bool
@ -2937,9 +2990,10 @@
### Server/Env Performance
# Length of a server tick and the interval at which objects are generally updated over
# network, stated in seconds.
# type: float min: 0
# Length of a server tick (the interval at which everything is generally updated),
# stated in seconds.
# Does not apply to sessions hosted from the client menu.
# type: float min: 0 max: 1
# dedicated_server_step = 0.09
# Whether players are shown to clients without any range limit.
@ -3027,12 +3081,11 @@
# At this distance the server will aggressively optimize which blocks are sent to
# clients.
# Small values potentially improve performance a lot, at the expense of visible
# rendering glitches (some blocks will not be rendered under water and in caves,
# as well as sometimes on land).
# rendering glitches (some blocks might not be rendered correctly in caves).
# Setting this to a value greater than max_block_send_distance disables this
# optimization.
# Stated in mapblocks (16 nodes).
# type: int min: 2 max: 32767
# Stated in MapBlocks (16 nodes).
# type: int min: 2 max: 2047
# block_send_optimize_distance = 4
# If enabled, the server will perform map block occlusion culling based on
@ -3042,6 +3095,14 @@
# type: bool
# server_side_occlusion_culling = true
# At this distance the server will perform a simpler and cheaper occlusion check.
# Smaller values potentially improve performance, at the expense of temporarily visible
# rendering glitches (missing blocks).
# This is especially useful for very large viewing range (upwards of 500).
# Stated in MapBlocks (16 nodes).
# type: int min: 2 max: 2047
# block_cull_optimize_distance = 25
### Mapgen
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
@ -3104,10 +3165,6 @@
### Miscellaneous
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
# type: int min: 1
# screen_dpi = 72
# Adjust the detected display density, used for scaling UI elements.
# type: float min: 0.5 max: 5
# display_density_factor = 1
@ -3261,23 +3318,6 @@
# type: bool
# enable_sound = true
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
# type: string
# update_last_checked =
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
# type: int
# update_last_known = 0
# If this is set to true, the user will never (again) be shown the
# "reinstall Minetest Game" notification.
# type: bool
# no_mtg_notification = false
# Key for moving the player forward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
@ -3417,6 +3457,11 @@
# type: key
# keymap_screenshot = KEY_F12
# Key for toggling fullscreen mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_fullscreen = KEY_F11
# Key for dropping the currently selected item.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
@ -3605,9 +3650,9 @@
# Key for toggling the display of fog.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_force_fog_off = KEY_F3
# keymap_toggle_fog = KEY_F3
# Key for toggling the camera update. Only used for development
# Key for toggling the camera update. Only usable with 'debug' privilege.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_update_camera =
@ -3622,6 +3667,11 @@
# type: key
# keymap_toggle_profiler = KEY_F6
# Key for toggling the display of mapblock boundaries.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_block_bounds =
# Key for switching between first- and third-person camera.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
@ -3636,3 +3686,4 @@
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_decrease_viewing_range_min = -

@ -19,6 +19,8 @@ fake_function() {
gettext("If disabled, \"Aux1\" key is used to fly fast if both fly and fast mode are\nenabled.");
gettext("Place repetition interval");
gettext("The time in seconds it takes between repeated node placements when holding\nthe place button.");
gettext("Minimum dig repetition interval");
gettext("The minimum time in seconds it takes between digging nodes when holding\nthe dig button.");
gettext("Automatic jumping");
gettext("Automatically jump up single-node obstacles.");
gettext("Safe digging and placing");
@ -33,16 +35,22 @@ fake_function() {
gettext("Hotbar: Invert mouse wheel direction");
gettext("Invert mouse wheel (scroll) direction for item selection in hotbar.");
gettext("Touchscreen");
gettext("Touchscreen threshold");
gettext("The length in pixels it takes for touchscreen interaction to start.");
gettext("Enable touchscreen");
gettext("Enables touchscreen mode, allowing you to play the game with a touchscreen.");
gettext("Touchscreen sensitivity");
gettext("Touchscreen sensitivity multiplier.");
gettext("Movement threshold");
gettext("The length in pixels after which a touch interaction is considered movement.");
gettext("Threshold for long taps");
gettext("The delay in milliseconds after which a touch interaction is considered a long tap.");
gettext("Use crosshair for touch screen");
gettext("Use crosshair to select object instead of whole screen.\nIf enabled, a crosshair will be shown and will be used for selecting object.");
gettext("Fixed virtual joystick");
gettext("Fixes the position of virtual joystick.\nIf disabled, virtual joystick will center to first-touch's position.");
gettext("Virtual joystick triggers Aux1 button");
gettext("Use virtual joystick to trigger \"Aux1\" button.\nIf enabled, virtual joystick will also tap \"Aux1\" button when out of main circle.");
gettext("Punch gesture");
gettext("The gesture for for punching players/entities.\nThis can be overridden by games and mods.\n\n* short_tap\nEasy to use and well-known from other games that shall not be named.\n\n* long_tap\nKnown from the classic Minetest mobile controls.\nCombat is more or less impossible.");
gettext("Graphics and Audio");
gettext("Graphics");
gettext("Screen");
@ -70,8 +78,8 @@ fake_function() {
gettext("Undersampling");
gettext("Undersampling is similar to using a lower screen resolution, but it applies\nto the game world only, keeping the GUI intact.\nIt should give a significant performance boost at the cost of less detailed image.\nHigher values result in a less detailed image.");
gettext("Graphics Effects");
gettext("Opaque liquids");
gettext("Makes all liquids opaque");
gettext("Translucent liquids");
gettext("Allows liquids to be translucent.");
gettext("Leaves style");
gettext("Leaves style:\n- Fancy: all faces visible\n- Simple: only outer faces, if defined special_tiles are used\n- Opaque: disable transparency");
gettext("Connect glass");
@ -143,7 +151,7 @@ fake_function() {
gettext("Anisotropic filtering");
gettext("Use anisotropic filtering when looking at textures from an angle.");
gettext("Antialiasing method");
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.");
gettext("Select the antialiasing method to apply.\n\n* None - No antialiasing (default)\n\n* FSAA - Hardware-provided full-screen antialiasing\n(incompatible with Post Processing and Undersampling)\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.");
gettext("Anti-aliasing scale");
gettext("Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.\nValue of 2 means taking 2x2 = 4 samples.");
gettext("Occlusion Culling");
@ -153,7 +161,7 @@ fake_function() {
gettext("Use raytraced occlusion culling in the new culler.\nThis flag enables use of raytraced occlusion culling test for\nclient mesh sizes smaller than 4x4x4 map blocks.");
gettext("Shaders");
gettext("Shaders");
gettext("Shaders allow advanced visual effects and may increase performance on some video\ncards.\nThis only works with the OpenGL video backend.");
gettext("Shaders allow advanced visual effects and may increase performance on some video\ncards.");
gettext("Waving Nodes");
gettext("Waving leaves");
gettext("Set to true to enable waving leaves.");
@ -191,12 +199,16 @@ fake_function() {
gettext("Sky Body Orbit Tilt");
gettext("Set the default tilt of Sun/Moon orbit in degrees.\nGames may change orbit tilt via API.\nValue of 0 means no tilt / vertical orbit.");
gettext("Post Processing");
gettext("Enable Post Processing");
gettext("Enables the post processing pipeline.");
gettext("Filmic tone mapping");
gettext("Enables Hable's 'Uncharted 2' filmic tone mapping.\nSimulates the tone curve of photographic film and how this approximates the\nappearance of high dynamic range images. Mid-range contrast is slightly\nenhanced, highlights and shadows are gradually compressed.");
gettext("Enable Automatic Exposure");
gettext("Enable automatic exposure correction\nWhen enabled, the post-processing engine will\nautomatically adjust to the brightness of the scene,\nsimulating the behavior of human eye.");
gettext("Exposure compensation");
gettext("Set the exposure compensation in EV units.\nValue of 0.0 (default) means no exposure compensation.\nRange: from -1 to 1.0");
gettext("Enable Debanding");
gettext("Apply dithering to reduce color banding artifacts.\nDithering significantly increases the size of losslessly-compressed\nscreenshots and it works incorrectly if the display or operating system\nperforms additional dithering or if the color channels are not quantized\nto 8 bits.\nWith OpenGL ES, dithering only works if the shader supports high\nfloating-point precision and it may have a higher performance impact.");
gettext("Bloom");
gettext("Enable Bloom");
gettext("Set to true to enable bloom effect.\nBright colors will bleed over the neighboring objects.");
@ -208,14 +220,18 @@ fake_function() {
gettext("Defines the magnitude of bloom overexposure.\nRange: from 0.1 to 10.0, default: 1.0");
gettext("Bloom Radius");
gettext("Logical value that controls how far the bloom effect spreads\nfrom the bright objects.\nRange: from 0.1 to 8, default: 1");
gettext("Volumetric lighting");
gettext("Set to true to enable volumetric lighting effect (a.k.a. \"Godrays\").");
gettext("Audio");
gettext("Volume");
gettext("Volume of all sounds.\nRequires the sound system to be enabled.");
gettext("Volume when unfocused");
gettext("Volume multiplier when the window is unfocused.");
gettext("Mute sound");
gettext("Whether to mute sounds. You can unmute sounds at any time, unless the\nsound system is disabled (enable_sound=false).\nIn-game, you can toggle the mute state with the mute key or by using the\npause menu.");
gettext("User Interfaces");
gettext("Language");
gettext("Set the language. Leave empty to use the system language.\nA restart is required after changing this.");
gettext("Set the language. By default, the system language is used.\nA restart is required after changing this.");
gettext("GUI");
gettext("GUI scaling");
gettext("Scale GUI by a user specified value.\nUse a nearest-neighbor-anti-alias filter to scale the GUI.\nThis will smooth over some of the rough edges, and blend\npixels when scaling down, at the cost of blurring some\nedge pixels when images are scaled by non-integer sizes.");
@ -273,7 +289,7 @@ fake_function() {
gettext("Enable split login/register");
gettext("If enabled, account registration is separate from login in the UI.\nIf disabled, new accounts will be registered automatically when logging in.");
gettext("Update information URL");
gettext("URL to JSON file which provides information about the newest Minetest release");
gettext("URL to JSON file which provides information about the newest Minetest release\nIf this is empty the engine will never check for updates.");
gettext("Server");
gettext("Admin name");
gettext("Name of the player.\nWhen running a server, clients connecting with this name are admins.\nWhen starting from the main menu, this is overridden.");
@ -303,6 +319,8 @@ fake_function() {
gettext("The network interface that the server listens on.");
gettext("Strict protocol checking");
gettext("Enable to disallow old clients from connecting.\nOlder clients are compatible in the sense that they will not crash when connecting\nto new servers, but they may not support all new features that you are expecting.");
gettext("Protocol version minimum");
gettext("Define the oldest clients allowed to connect.\nOlder clients are compatible in the sense that they will not crash when connecting\nto new servers, but they may not support all new features that you are expecting.\nThis allows for more fine-grained control than strict_protocol_version_checking.\nMinetest still enforces its own internal minimum, and enabling\nstrict_protocol_version_checking will effectively override this.");
gettext("Remote media");
gettext("Specifies URL from which client fetches media instead of using UDP.\n$filename should be accessible from $remote_media$filename via cURL\n(obviously, remote_media should end with a slash).\nFiles that are not present will be fetched the usual way.");
gettext("IPv6 server");
@ -436,7 +454,7 @@ fake_function() {
gettext("3D noise that determines number of dungeons per mapchunk.");
gettext("Mapgen V6");
gettext("Mapgen V6 specific flags");
gettext("Map generation attributes specific to Mapgen v6.\nThe 'snowbiomes' flag enables the new 5 biome system.\nWhen the 'snowbiomes' flag is enabled jungles are automatically enabled and\nthe 'jungles' flag is ignored.");
gettext("Map generation attributes specific to Mapgen v6.\nThe 'snowbiomes' flag enables the new 5 biome system.\nWhen the 'snowbiomes' flag is enabled jungles are automatically enabled and\nthe 'jungles' flag is ignored.\nThe 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.");
gettext("Desert noise threshold");
gettext("Deserts occur when np_biome exceeds this value.\nWhen the 'snowbiomes' flag is enabled, this is ignored.");
gettext("Beach noise threshold");
@ -788,6 +806,8 @@ fake_function() {
gettext("Handling for deprecated Lua API calls:\n- none: Do not log deprecated calls\n- log: mimic and log backtrace of deprecated call (default).\n- error: abort on usage of deprecated call (suggested for mod developers).");
gettext("Random input");
gettext("Enable random user input (only used for testing).");
gettext("Random mod load order");
gettext("Enable random mod loading (mainly used for testing).");
gettext("Mod channels");
gettext("Enable mod channels support.");
gettext("Mod Profiler");
@ -823,11 +843,9 @@ fake_function() {
gettext("Shader path");
gettext("Path to shader directory. If no path is defined, default location will be used.");
gettext("Video driver");
gettext("The rendering back-end.\nNote: A restart is required after changing this!\nOpenGL is the default for desktop, and OGLES2 for Android.\nShaders are supported by OpenGL and OGLES2 (experimental).");
gettext("The rendering back-end.\nNote: A restart is required after changing this!\nOpenGL is the default for desktop, and OGLES2 for Android.\nShaders are supported by everything but OGLES1.");
gettext("Transparency Sorting Distance");
gettext("Distance in nodes at which transparency depth sorting is enabled\nUse this to limit the performance impact of transparency depth sorting");
gettext("VBO");
gettext("Enable vertex buffer objects.\nThis should greatly improve graphics performance.");
gettext("Cloud radius");
gettext("Radius of cloud area stated in number of 64 node cloud squares.\nValues larger than 26 will start to produce sharp cutoffs at cloud area corners.");
gettext("Desynchronize block animation");
@ -838,8 +856,6 @@ fake_function() {
gettext("Delay between mesh updates on the client in ms. Increasing this will slow\ndown the rate of mesh updates, thus reducing jitter on slower clients.");
gettext("Mapblock mesh generation threads");
gettext("Number of threads to use for mesh generation.\nValue of 0 (default) will let Minetest autodetect the number of available threads.");
gettext("Mapblock mesh generator's MapBlock cache size in MB");
gettext("Size of the MapBlock cache of the mesh generator. Increasing this will\nincrease the cache hit %, reducing the data being copied from the main\nthread, thus reducing jitter.");
gettext("Minimap scan height");
gettext("True = 256\nFalse = 128\nUsable to make minimap smoother on slower machines.");
gettext("World-aligned textures mode");
@ -850,6 +866,11 @@ fake_function() {
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("OpenGL debug");
gettext("Enables debug and error-checking in the OpenGL driver.");
gettext("Sound");
gettext("Sound Extensions Blacklist");
gettext("Comma-separated list of AL and ALC extensions that should not be used.\nUseful for testing. See al_extensions.[h,cpp] for details.");
gettext("Font");
gettext("Font bold by default");
gettext("Font italic by default");
@ -920,7 +941,7 @@ fake_function() {
gettext("Whether to ask clients to reconnect after a (Lua) crash.\nSet this to true if your server is set up to restart automatically.");
gettext("Server/Env Performance");
gettext("Dedicated server step");
gettext("Length of a server tick and the interval at which objects are generally updated over\nnetwork, stated in seconds.");
gettext("Length of a server tick (the interval at which everything is generally updated),\nstated in seconds.\nDoes not apply to sessions hosted from the client menu.");
gettext("Unlimited player transfer distance");
gettext("Whether players are shown to clients without any range limit.\nDeprecated, use the setting player_transfer_distance instead.");
gettext("Player transfer distance");
@ -956,9 +977,11 @@ fake_function() {
gettext("Liquid update tick");
gettext("Liquid update interval in seconds.");
gettext("Block send optimize distance");
gettext("At this distance the server will aggressively optimize which blocks are sent to\nclients.\nSmall values potentially improve performance a lot, at the expense of visible\nrendering glitches (some blocks will not be rendered under water and in caves,\nas well as sometimes on land).\nSetting this to a value greater than max_block_send_distance disables this\noptimization.\nStated in mapblocks (16 nodes).");
gettext("At this distance the server will aggressively optimize which blocks are sent to\nclients.\nSmall values potentially improve performance a lot, at the expense of visible\nrendering glitches (some blocks might not be rendered correctly in caves).\nSetting this to a value greater than max_block_send_distance disables this\noptimization.\nStated in MapBlocks (16 nodes).");
gettext("Server-side occlusion culling");
gettext("If enabled, the server will perform map block occlusion culling based on\non the eye position of the player. This can reduce the number of blocks\nsent to the client by 50-80%. Clients will no longer receive most\ninvisible blocks, so that the utility of noclip mode is reduced.");
gettext("Block cull optimize distance");
gettext("At this distance the server will perform a simpler and cheaper occlusion check.\nSmaller values potentially improve performance, at the expense of temporarily visible\nrendering glitches (missing blocks).\nThis is especially useful for very large viewing range (upwards of 500).\nStated in MapBlocks (16 nodes).");
gettext("Mapgen");
gettext("Chunk size");
gettext("Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).\nWARNING: There is no benefit, and there are several dangers, in\nincreasing this value above 5.\nReducing this value increases cave and dungeon density.\nAltering this value is for special usage, leaving it unchanged is\nrecommended.");
@ -980,8 +1003,6 @@ fake_function() {
gettext("cURL file download timeout");
gettext("Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.");
gettext("Miscellaneous");
gettext("DPI");
gettext("Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.");
gettext("Display Density Scaling Factor");
gettext("Adjust the detected display density, used for scaling UI elements.");
gettext("Enable console window");