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authorSmallJoker <mk939@ymail.com>2021-10-16 19:21:53 +0200
committerHugues Ross <hugues.ross@gmail.com>2022-01-29 18:42:55 -0500
commita27362de6a66692b191f8db0eea13f8d9302cef6 (patch)
treed9564f08d6c280c56686e2017c2609f917df2d8b /builtin/settingtypes.txt
parent66e8aae9f2a28ee31ffe30694fdb61a8fdceb8d7 (diff)
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Disable dynamic shadows for the 5.5.0 release
The dynamic shadows are yet not in the desired state to justify the inclusion into version 5.5.0. A stable release is long overdue, hence this allows fixes to continue in 5.6.0-dev to finally release an acceptable version of the dynamic shadows feature. Reverting this commit is highly recommended to proceed in development.
Diffstat (limited to 'builtin/settingtypes.txt')
-rw-r--r--builtin/settingtypes.txt52
1 files changed, 0 insertions, 52 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index c25a941de..9f01c67cf 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -586,58 +586,6 @@ enable_waving_leaves (Waving leaves) bool false
# Requires shaders to be enabled.
enable_waving_plants (Waving plants) bool false
-[***Dynamic shadows]
-
-# Set to true to enable Shadow Mapping.
-# Requires shaders to be enabled.
-enable_dynamic_shadows (Dynamic shadows) bool false
-
-# Set the shadow strength.
-# Lower value means lighter shadows, higher value means darker shadows.
-shadow_strength (Shadow strength) float 0.2 0.05 1.0
-
-# Maximum distance to render shadows.
-shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
-
-# Texture size to render the shadow map on.
-# This must be a power of two.
-# Bigger numbers create better shadows but it is also more expensive.
-shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
-
-# Sets shadow texture quality to 32 bits.
-# On false, 16 bits texture will be used.
-# 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.
-shadow_poisson_filter (Poisson filtering) bool true
-
-# Define shadow filtering quality.
-# 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
-
-# Enable colored shadows.
-# On true translucent nodes cast colored shadows. This is expensive.
-shadow_map_color (Colored shadows) bool false
-
-# Spread a complete update of shadow map over given amount of frames.
-# Higher values might make shadows laggy, lower values
-# will consume more resources.
-# Minimum value: 1; maximum value: 16
-shadow_update_frames (Map shadows update frames) int 8 1 16
-
-# Set the soft shadow radius size.
-# Lower values mean sharper shadows, bigger values mean softer shadows.
-# Minimum value: 1.0; maximum 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.
-# 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]
# Arm inertia, gives a more realistic movement of