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#    This file is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    Further documentation:
#    http://wiki.minetest.net/

#    NOTE: This file might not be up-to-date, refer to the
#    defaultsettings.cpp file for an up-to-date list:
#    https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp

#    A vim command to convert most of defaultsettings.cpp to conf file format:
#    :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
#    Note: Some of the settings are implemented in Lua.

#
#    Client and server
#

#    Name of player, on a server this is the main admin
#name =

#
#    Client stuff
#

#    Port to connect to (UDP)
#remote_port =
#    Key mappings.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
#    Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_screenshot = KEY_F12
#    If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
#    Double-tapping the jump key toggles fly mode
#doubletap_jump = false
#    If false aux1 is used to fly fast
#always_fly_fast = true
#    Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR

#    If set to true, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false
#    Minimum FPS.
#    The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30
#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#fps_max = 60
#    Maximum FPS when game is paused
#pause_fps_max = 20
#    The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
#    Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#fsaa = 0
#vsync = false
#    Field of view in degrees
#fov = 72
#    Address to connect to (#blank = start local server)
#address =
#    Enable random user input, for testing
#random_input = false
#    Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
#    Whether to fog out the end of the visible area
#enable_fog = true
#    Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false
#    Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
#    Max liquids processed per step
#liquid_loop_max = 100000
#    The time (in seconds) that the liquids queue may grow beyond processing
#    capacity until an attempt is made to decrease its size by dumping old queue
#    items.  A value of 0 disables the functionality.
#liquid_queue_purge_time = 0
#    Liquid update interval in seconds
#liquid_update = 1.0
#    Enable transparent leaf textures, disable for speed
#new_style_leaves = true
#    Connects glass if supported by node
#connected_glass = false
#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#smooth_lighting = true
#    Adjust the gamma encoding for the light tables. Valid values are in the range
#    1.1 to 3.0 (inclusive); lower numbers are brighter.  This setting is for the
#    client only and is ignored by the server
#display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
#texture_path =
#    Video back-end.
#    Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl
#    Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
#    Continuous forward movement (for testing)
#continuous_forward = false
#    Fast movement (keymap_special1)
#fast_move = false
#    Invert mouse
#invert_mouse = false
#    Enable/disable clouds
#enable_clouds = true
#cloud_height = 120
#enable_3d_clouds = true
#    Use a cloud animation for the main menu background
#menu_clouds = true
#    Path for screenshots
#screenshot_path =
#    Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
#    Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
#    3d support.
#    Currently:
#        "none"       = no 3d output.
#        "anaglyph"   = cyan/magenta color 3d.
#        "interlaced" = odd/even line based polarisation screen support.
#        "topbottom"  = split screen top/bottom.
#        "sidebyside" = split screen side by side.
#3d_mode = none
#3d_parallax_strength = 0.025
#    In-game chat console background color (R,G,B)
#console_color = (0,0,0)
#    In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
#    Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
#    Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
#    Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
#    Scale gui by a user specified value
#gui_scaling = 1.0
#    Sensitivity multiplier
#mouse_sensitivity = 0.2
#    Sound settings
#enable_sound = true
#sound_volume = 0.7
#    Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true
#    Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0
#    Save the map received by the client on disk
#enable_local_map_saving = false
#    Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false
#    Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
#    Set to true to pre-generate all item visuals
#preload_item_visuals = false
#    Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true
#    Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
#    Set to true enables parallax occlusion mapping. Requires shaders enabled.
#generate_normalmaps = false
#    Set to true enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping enabled.
#normalmaps_strength = 0.6
#    Strength of generated normalmaps
#normalmaps_smooth = 1
#    Defines sampling step of texture (0 - 2).
#    A higher value results in smoother normal maps.
#enable_parallax_occlusion = false
#    Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
#    Bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04
#    Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
#    Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0
#    Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
#    Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
#    Enables caching of facedir rotated meshes
#enable_mesh_cache = true
#    The time in seconds it takes between repeated
#    right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25
#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
#    Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400
#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72
#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#curl_timeout = 5000
#    Limits number of parallel HTTP requests. Affects:
#        Media fetch if server uses remote_media setting.
#        Serverlist download and server announcement.
#        Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
#curl_parallel_limit = 8
#    Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000
#    Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true
#    Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
#    Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
#    Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 13
#    Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1
#    Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 13
#    This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 13
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128