Merge commit '2f4cf0b'

This commit is contained in:
proller 2016-02-27 16:42:09 +03:00
commit 9ecd2d6095
5 changed files with 0 additions and 38 deletions

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@ -311,11 +311,6 @@ texture_clean_transparent (Clean transparent textures) bool false
# enabled.
texture_min_size (Minimum texture size for filters) int 64
# Pre-generate all item visuals used in the inventory.
# This increases startup time, but runs smoother in-game.
# The generated textures can easily exceed your VRAM, causing artifacts in the inventory.
preload_item_visuals (Preload inventory textures) bool false
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
fsaa (FSAA) enum 0 0,1,2,4,8,16

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@ -339,12 +339,6 @@
# type: int
# texture_min_size = 64
# Pre-generate all item visuals used in the inventory.
# This increases startup time, but runs smoother in-game.
# The generated textures can easily exceed your VRAM, causing artifacts in the inventory.
# type: bool
# preload_item_visuals = false
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
# type: enum values: 0, 1, 2, 4, 8, 16

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@ -1860,29 +1860,6 @@ void Client::afterContentReceived(IrrlichtDevice *device)
delete[] tu_args.text_base;
}
// Preload item textures and meshes if configured to
if(!headless_optimize && g_settings->getBool("preload_item_visuals"))
{
verbosestream<<"Updating item textures and meshes"<<std::endl;
text = wgettext("Item textures...");
draw_load_screen(text, device, guienv, 0, 0);
std::set<std::string> names = m_itemdef->getAll();
size_t size = names.size();
size_t count = 0;
int percent = 0;
for(std::set<std::string>::const_iterator
i = names.begin(); i != names.end(); ++i)
{
// Asking for these caches the result
m_itemdef->getInventoryTexture(*i, this);
m_itemdef->getWieldMesh(*i, this);
count++;
percent = (count * 100 / size * 0.2) + 80;
draw_load_screen(text, device, guienv, 0, percent);
}
delete[] text;
}
if (!headless_optimize) {
// Start mesh update thread after setting up content definitions
int threads = !g_settings->getBool("more_threads") ? 1 : (Thread::getNumberOfProcessors() - (m_simple_singleplayer_mode ? 3 : 1));

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@ -480,7 +480,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("trilinear_filter", "false");
settings->setDefault("texture_clean_transparent", "false");
settings->setDefault("texture_min_size", "64");
settings->setDefault("preload_item_visuals", "false");
settings->setDefault("tone_mapping", "false");
settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("enable_parallax_occlusion", "false");
@ -666,7 +665,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("max_simultaneous_block_sends_per_client", "3");
settings->setDefault("emergequeue_limit_diskonly", "8");
settings->setDefault("emergequeue_limit_generate", "8");
settings->setDefault("preload_item_visuals", "false");
settings->setDefault("viewing_range_nodes_max", "50");
settings->setDefault("viewing_range_nodes_min", "20");

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@ -136,8 +136,6 @@ fake_function() {
gettext("Filtered textures can blend RGB values with fully-transparent neighbors,\nwhich PNG optimizers usually discard, sometimes resulting in a dark or\nlight edge to transparent textures. Apply this filter to clean that up\nat texture load time.");
gettext("Minimum texture size for filters");
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. Setting this higher than 1 may not\nhave a visible effect unless bilinear/trilinear/anisotropic filtering is\nenabled.");
gettext("Preload inventory textures");
gettext("Pre-generate all item visuals used in the inventory.\nThis increases startup time, but runs smoother in-game.\nThe generated textures can easily exceed your VRAM, causing artifacts in the inventory.");
gettext("FSAA");
gettext("Experimental option, might cause visible spaces between blocks\nwhen set to higher number than 0.");
gettext("Shaders");