Merge commit '2f4cf0b'
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9ecd2d6095
@ -311,11 +311,6 @@ texture_clean_transparent (Clean transparent textures) bool false
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# enabled.
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texture_min_size (Minimum texture size for filters) int 64
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# Pre-generate all item visuals used in the inventory.
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# This increases startup time, but runs smoother in-game.
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# The generated textures can easily exceed your VRAM, causing artifacts in the inventory.
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preload_item_visuals (Preload inventory textures) bool false
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0.
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fsaa (FSAA) enum 0 0,1,2,4,8,16
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@ -339,12 +339,6 @@
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# type: int
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# texture_min_size = 64
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# Pre-generate all item visuals used in the inventory.
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# This increases startup time, but runs smoother in-game.
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# The generated textures can easily exceed your VRAM, causing artifacts in the inventory.
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# type: bool
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# preload_item_visuals = false
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0.
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# type: enum values: 0, 1, 2, 4, 8, 16
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@ -1860,29 +1860,6 @@ void Client::afterContentReceived(IrrlichtDevice *device)
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delete[] tu_args.text_base;
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}
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// Preload item textures and meshes if configured to
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if(!headless_optimize && g_settings->getBool("preload_item_visuals"))
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{
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verbosestream<<"Updating item textures and meshes"<<std::endl;
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text = wgettext("Item textures...");
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draw_load_screen(text, device, guienv, 0, 0);
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std::set<std::string> names = m_itemdef->getAll();
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size_t size = names.size();
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size_t count = 0;
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int percent = 0;
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for(std::set<std::string>::const_iterator
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i = names.begin(); i != names.end(); ++i)
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{
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// Asking for these caches the result
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m_itemdef->getInventoryTexture(*i, this);
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m_itemdef->getWieldMesh(*i, this);
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count++;
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percent = (count * 100 / size * 0.2) + 80;
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draw_load_screen(text, device, guienv, 0, percent);
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}
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delete[] text;
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}
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if (!headless_optimize) {
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// Start mesh update thread after setting up content definitions
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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)
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settings->setDefault("trilinear_filter", "false");
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settings->setDefault("texture_clean_transparent", "false");
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settings->setDefault("texture_min_size", "64");
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settings->setDefault("preload_item_visuals", "false");
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settings->setDefault("tone_mapping", "false");
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settings->setDefault("enable_bumpmapping", "false");
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settings->setDefault("enable_parallax_occlusion", "false");
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@ -666,7 +665,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("max_simultaneous_block_sends_per_client", "3");
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settings->setDefault("emergequeue_limit_diskonly", "8");
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settings->setDefault("emergequeue_limit_generate", "8");
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settings->setDefault("preload_item_visuals", "false");
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settings->setDefault("viewing_range_nodes_max", "50");
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settings->setDefault("viewing_range_nodes_min", "20");
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@ -136,8 +136,6 @@ fake_function() {
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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.");
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gettext("Minimum texture size for filters");
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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.");
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gettext("Preload inventory textures");
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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.");
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gettext("FSAA");
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gettext("Experimental option, might cause visible spaces between blocks\nwhen set to higher number than 0.");
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gettext("Shaders");
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