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mirror of https://github.com/moparisthebest/minetest synced 2024-12-22 07:38:48 -05:00

Increase indentation throughout file for clarity. Correct mistakes. Shorten lines. Make more consistent

Signed-off-by: Craig Robbins <kde.psych@gmail.com>
This commit is contained in:
paramat 2014-12-24 00:07:54 +00:00 committed by Craig Robbins
parent 4287480608
commit 03beb597c2

View File

@ -22,17 +22,17 @@
# Client and server
#
# Name of player; on a server this is the main admin
# Name of player; on a server this is the main admin
#name =
#
# Client stuff
#
# Port to connect to (UDP)
# Port to connect to (UDP)
#remote_port =
# Key mappings
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# 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
@ -40,7 +40,7 @@
#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
# 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 = /
@ -49,212 +49,213 @@
#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
# 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
# Double-tapping the jump key toggles fly mode
#doubletap_jump = false
# If false aux1 is used to fly fast
# If false aux1 is used to fly fast
#always_fly_fast = true
# Some (temporary) keys for debugging
# 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
# 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
# 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)
# 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
# Maximum FPS when game is paused
#pause_fps_max = 20
# The allowed adjustment range for the automatic rendering range adjustment
# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
# Initial window size
# 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
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0
#fsaa = 0
#vsync = false
#fov = 72
# Address to connect to (#blank = start local server)
# Address to connect to (#blank = start local server)
#address =
# Enable random user input, for testing
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
# 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
# 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)
# 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)
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
# Max liquids processed per step
# 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.
# 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
# Update liquids every .. recommend for finite: 0.2
# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
# Enable nice leaves; disable for speed
# Enable nice leaves; disable for speed
#new_style_leaves = true
# Connects glass if supported by node
# Connects glass if supported by node
#connected_glass = false
# Enable smooth lighting with simple ambient occlusion;
# disable for speed or for different looks.
# Enable smooth lighting with simple ambient occlusion
# disable for speed or for different looks.
#smooth_lighting = true
# Path to texture directory. All textures are first searched from here.
# 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 back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl
# Unobstructed movement without physics, downwards key is keymap_special1
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
# Continuous forward movement (for testing)
# Continuous forward movement (for testing)
#continuous_forward = false
# Fast movement (keymap_special1)
# Fast movement (keymap_special1)
#fast_move = false
# Invert mouse
# Invert mouse
#invert_mouse = false
# Enable/disable clouds
# Enable/disable clouds
#enable_clouds = true
#cloud_height = 120
#enable_3d_clouds = true
# Use a cloud animation for the main menu background
# Use a cloud animation for the main menu background
#menu_clouds = true
# Path for screenshots
# Path for screenshots
#screenshot_path = .
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
# 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)
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
# 3d support,
# right now:
# "none" = no 3d output,
# "anaglyph" = cyan/magenta color 3d,
# "interlaced" = odd/even line based polarisation screen support,
# "topbottom" = split screen top boton,
# "sidebyside" = split screen side by side
# 3d support
# currently:
# "none" = no 3d output,
# "anaglyph" = cyan/magenta color 3d,
# "interlaced" = odd/even line based polarisation screen support,
# "topbottom" = split screen top boton,
# "sidebyside" = split screen side by side
#3d_mode = none
#3d_paralax_strength = 0.025
# In-game chat console background color (R,G,B)
# 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)
# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
# Selection box border color (R,G,B)
# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
# Crosshair color (R,G,B)
# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
# scale gui by a user specified value
# Scale gui by a user specified value
#gui_scaling = 1.0
# Sensitivity multiplier
# Sensitivity multiplier
#mouse_sensitivity = 0.2
# Sound settings
# Sound settings
#enable_sound = true
#sound_volume = 0.7
# Whether node texture animations should be desynchronized per MapBlock
# Whether node texture animations should be desynchronized per MapBlock
#desynchronize_mapblock_texture_animation = true
# (useful if you've there's something to be displayed right or left of hotbar)
# Width of the selectionbox's lines (Between 1 and 5)
# Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
# maximum percentage of current window to be used for hotbar
# 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
# Save the map received by the client on disk
#enable_local_map_saving = false
# Enable highlighting for nodes (disables selectionboxes)
# Enable highlighting for nodes (disables selectionboxes)
#enable_node_highlighting = false
# Texture filtering settings
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
# Set to true to pre-generate all item visuals
# 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.
# 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.
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
# 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.
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
#normalmaps_strength = 0.6
# Strength of generated normalmaps
# Strength of generated normalmaps
#normalmaps_smooth = 1
# Defines sampling step of texture (0 - 2)
# Higher the value normal maps will be smoother
# Defines sampling step of texture (0 - 2)
# a higher value results in smoother normal maps
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
# Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
# Bias of parallax occlusion effect, usually scale/2
# Bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
# Parameters for waving water:
# 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.
# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
# Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
# Enables caching of facedir rotated meshes
# 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
# 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
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
# Delay showing tooltips, in miliseconds
#tooltip_show_delay = 400
# Delay showing tooltips, in miliseconds
# Adjust dpi configuration to your screen (Desktop only) e.g. for 4k screens
#screen_dpi = 72
# adjust dpi configuration to your screen (Desktop only) e.g. for 4k screens
# Default timeout for cURL, in milliseconds
# Only has an effect if compiled with cURL
# Default timeout for cURL, 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
# 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
# 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 usage of remote media server (if provided by server)
#enable_remote_media_server = true
# Url to the server list displayed in the Multiplayer Tab
# 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
# 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
# Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
# Path to TrueTypeFont or bitmap
# 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 offset, if 0 then shadow will not be drawn.
#font_shadow = 1
# Font shadow alpha (opaqueness, between 0 and 255)
# 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
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 13
#fallback_font_shadow = 1
@ -263,137 +264,140 @@
#
# Server stuff
#
# Network port to listen (UDP)
# Network port to listen (UDP)
#port = 30000
# Bind address
# Bind address
#bind_address =
# Name of server
# Name of server
#server_name = Minetest server
# Description of server
# Description of server
#server_description = mine here
# Domain name of server
# Domain name of server
#server_address = game.minetest.net
# Homepage of server
# Homepage of server
#server_url = http://minetest.net
# Automaticaly report to masterserver
# Automaticaly report to masterserver
#server_announce = 0
# Announce to this masterserver. if you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net
# Announce to this masterserver.
# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net
#serverlist_url = servers.minetest.net
# Default game (default when creating a new world)
# Default game (default when creating a new world)
#default_game = minetest
# World directory (everything in the world is stored here)
# World directory (everything in the world is stored here)
#map-dir = /custom/world
# Message of the Day
# Message of the Day
#motd = Welcome to this awesome Minetest server!
# Maximum number of players connected simultaneously
# Maximum number of players connected simultaneously
#max_users = 15
# Set to true to disallow old clients from connecting
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Time in seconds for item entity to live. Default value: 900s
# Setting it to -1 disables the feature
# Time in seconds for item entity to live. Default value: 900s
# Setting it to -1 disables the feature
#item_entity_ttl = 900
# Set to true to enable creative mode (unlimited inventory)
# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
# Enable players getting damage and dying
# Enable players getting damage and dying
#enable_damage = false
# A chosen map seed for a new map, leave empty for random
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
# Gives some stuff to players at the beginning
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
# New users need to input this password
#default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
# Whether players are shown to clients without any range limit
# deprecated, use the setting player_transfer_distance instead
# Whether players are shown to clients without any range limit
# Deprecated, use the setting player_transfer_distance instead
#unlimited_player_transfer_distance = true
# Defines the maximal player transfer distance in blocks (0 = unlimited)
# Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0
# Whether to enable players killing each other
# Whether to enable players killing each other
#enable_pvp = true
# If this is set, players will always (re)spawn at the given position
# If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0
# If true, new players cannot join with an empty password
# If true, new players cannot join with an empty password
#disallow_empty_password = false
# If true, disable cheat prevention in multiplayer
# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
# If true, actions are recorded for rollback
# If true, actions are recorded for rollback
#enable_rollback_recording = false
# handling for deprecated lua api calls
# "legacy" = (try to) mimic old behaviour (default for release)
# "log" = mimic and log backtrace of deprecated call (default for debug)
# "error" = abort on usage of deprecated call (suggested for mod developers)
# handling for deprecated lua api calls
# "legacy" = (try to) mimic old behaviour (default for release)
# "log" = mimic and log backtrace of deprecated call (default for debug)
# "error" = abort on usage of deprecated call (suggested for mod developers)
#deprecated_lua_api_handling = legacy
# Mod profiler
# Mod profiler
#mod_profiling = false
# Detailed mod profile data
# Detailed mod profile data
#detailed_profiling = false
# Profiler data print interval. #0 = disable.
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# from how far client knows about objects
# From how far client knows about objects
#active_object_send_range_blocks = 3
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
# How large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
#active_block_range = 2
# how many blocks are flying in the wire simultaneously per client
# How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10
# how many blocks are flying in the wire simultaneously per server
# How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40
# From how far blocks are sent to clients (value * 16 nodes)
# From how far blocks are sent to clients (value * 16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients (value * 16 nodes)
# From how far blocks are generated for clients (value * 16 nodes)
#max_block_generate_distance = 6
# Number of extra blocks that can be loaded by /clearobjects at once
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb)
# Number of extra blocks that can be loaded by /clearobjects at once
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb)
#max_clearobjects_extra_loaded_blocks = 4096
# Maximum number of forceloaded blocks
# Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16
# Interval of sending time of day to clients
# Interval of sending time of day to clients
#time_send_interval = 5
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
#time_speed = 72
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year. 30 days = 10 real hours
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year.
# 30 days = 10 real hours
#year_days = 30
#server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
# Interval of saving important changes in the world
# Interval of saving important changes in the world
#server_map_save_interval = 5.3
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
# Specifies URL from which client fetches media instead of using UDP
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash)
# Files that are not present would be fetched the usual way
# Specifies URL from which client fetches media instead of using UDP
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash)
# Files that are not present would be fetched the usual way
#remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading.
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1
# maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number
# Maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number
#max_packets_per_iteration = 1024
#