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-rw-r--r--builtin/mainmenu/generate_from_settingtypes.lua2
-rw-r--r--minetest.conf.example69
-rw-r--r--src/settings_translation_file.cpp8
3 files changed, 75 insertions, 4 deletions
diff --git a/builtin/mainmenu/generate_from_settingtypes.lua b/builtin/mainmenu/generate_from_settingtypes.lua
index 4fcaa7076..0f551fbb1 100644
--- a/builtin/mainmenu/generate_from_settingtypes.lua
+++ b/builtin/mainmenu/generate_from_settingtypes.lua
@@ -99,7 +99,7 @@ end
local translation_file_header = [[
// This file is automatically generated
-// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
+// It contains a bunch of fake gettext calls, to tell xgettext about the strings in config files
// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
fake_function() {]]
diff --git a/minetest.conf.example b/minetest.conf.example
index 21aeb3546..3cdb15026 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -666,6 +666,70 @@
# type: bool
# enable_waving_plants = false
+#### Dynamic shadows
+
+# Set to true to enable Shadow Mapping.
+# Requires shaders to be enabled.
+# type: bool
+# enable_dynamic_shadows = false
+
+# Set the shadow strength gamma.
+# Adjusts the intensity of in-game dynamic shadows.
+# Lower value means lighter shadows, higher value means darker shadows.
+# type: float min: 0.1 max: 10
+# shadow_strength_gamma = 1.0
+
+# Maximum distance to render shadows.
+# type: float min: 10 max: 1000
+# shadow_map_max_distance = 120.0
+
+# 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.
+# type: int min: 128 max: 8192
+# shadow_map_texture_size = 1024
+
+# Sets shadow texture quality to 32 bits.
+# On false, 16 bits texture will be used.
+# This can cause much more artifacts in the shadow.
+# type: bool
+# shadow_map_texture_32bit = true
+
+# Enable Poisson disk filtering.
+# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
+# type: bool
+# shadow_poisson_filter = true
+
+# Define shadow filtering quality.
+# This simulates the soft shadows effect by applying a PCF or Poisson disk
+# but also uses more resources.
+# type: enum values: 0, 1, 2
+# shadow_filters = 1
+
+# Enable colored shadows.
+# On true translucent nodes cast colored shadows. This is expensive.
+# type: bool
+# shadow_map_color = 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
+# type: int min: 1 max: 16
+# shadow_update_frames = 8
+
+# Set the soft shadow radius size.
+# Lower values mean sharper shadows, bigger values mean softer shadows.
+# Minimum value: 1.0; maximum value: 10.0
+# type: float min: 1 max: 10
+# shadow_soft_radius = 1.0
+
+# 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
+# type: float min: 0 max: 60
+# shadow_sky_body_orbit_tilt = 0.0
+
### Advanced
# Arm inertia, gives a more realistic movement of
@@ -939,6 +1003,11 @@
# type: bool
# show_entity_selectionbox = false
+# Distance in nodes at which transparency depth sorting is enabled
+# Use this to limit the performance impact of transparency depth sorting
+# type: int min: 0 max: 128
+# transparency_sorting_distance = 16
+
## Menus
# Use a cloud animation for the main menu background.
diff --git a/src/settings_translation_file.cpp b/src/settings_translation_file.cpp
index ebb7ba9be..d7811bafa 100644
--- a/src/settings_translation_file.cpp
+++ b/src/settings_translation_file.cpp
@@ -1,5 +1,5 @@
// This file is automatically generated
-// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
+// It contains a bunch of fake gettext calls, to tell xgettext about the strings in config files
// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
fake_function() {
@@ -266,8 +266,8 @@ fake_function() {
gettext("Dynamic shadows");
gettext("Dynamic shadows");
gettext("Set to true to enable Shadow Mapping.\nRequires shaders to be enabled.");
- gettext("Shadow strength");
- gettext("Set the shadow strength.\nLower value means lighter shadows, higher value means darker shadows.");
+ gettext("Shadow strength gamma");
+ gettext("Set the shadow strength gamma.\nAdjusts the intensity of in-game dynamic shadows.\nLower value means lighter shadows, higher value means darker shadows.");
gettext("Shadow map max distance in nodes to render shadows");
gettext("Maximum distance to render shadows.");
gettext("Shadow map texture size");
@@ -395,6 +395,8 @@ fake_function() {
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!");
gettext("Show entity selection boxes");
gettext("Show entity selection boxes\nA restart is required after changing this.");
+ 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("Menus");
gettext("Clouds in menu");
gettext("Use a cloud animation for the main menu background.");