64 lines
2.7 KiB
Plaintext
64 lines
2.7 KiB
Plaintext
[Light Propagation]
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# Specfy the minimum value for naturally spread Light
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# Values higher than 3 enable ambient light in caves
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shadows.decay_minimum_light (Minimum Light Level) int 3 0 14
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# This value specifies the boundary between dark and bright light tones
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# Light values above the threshold will propagate with decay factor for bright tones,
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# and values below the threshold will use decay factor for dark tones.
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shadows.decay_light_threshold (Dark tone threshold) int 9 0 14
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# This value specifies propagation decay factor for dark tones,
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# i.e. which portion of light propagates to the next node further
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# from the light source or sunlight rays.
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#
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# Lower values will produce darker shadows with more contrast.
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#
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# NB: Values above 0.9 will produce phantom light when
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# placing and removing light sources (torches) in caves
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shadows.decay_factor_dark (Dark tones decay factor) float 0.85 0.0 0.99
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# This value specifies propagation decay factor for bright tones,
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# i.e. which portion of light propagates to the next node further
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# from the light source or sunlight rays.
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#
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# Lower values will produce darker shadows with more contrast.
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#
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# NB: Values above 0.9 will produce phantom light when
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# placing and removing light sources (torches) in caves
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shadows.decay_factor_bright (Bright tones decay factor) float 0.8 0.0 0.99
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[Performance]
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# Specify maximum distance from the player where the shadows
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# should be calculated.
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#
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# Note, that the number of mapblocks to process grows exponentially
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# with the distance, and values higher than 7 will lead to constant
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# CPU load.
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shadows.max_distance (Maximum distance) int 7 3 24
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# Specify how many milliseconds to spend every second to calculate shadows
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# Higher values increase the speed of calculation but cause higher CPU load.
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shadows.time_budget (Time budget) int 500 100 900
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# Enable shadows to follow sun movement during the day.
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#
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# This may change and improve gameplay in certain games, but will increase
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# CPU load and produce visual artifacts in many cases (e.g. large mountains)
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shadows.follow_sun (Follow Sun) bool false
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[Diagnostics]
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# Enable logging of internal counters to the game chat
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#
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# Counters:
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# - queue_length - current total length of all queues of all players
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# - ignore - number of blocks scanned and ignored by player (being up-to-date)
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# - queue - number of blocks queued by player
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# - dequeue - number of blocks picked from the queue
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# - calc - number of blocks where shadows were recalculated
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# - blur - number of times light propagation was calculated
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# - update - number of blocks actually changed
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# - skip - number of blocks skipped on dequeueing
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# - requeue - number of blocks re-added to the queue for a later update
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shadows.log_counters (Log counters) bool false
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