From 400e00f5720cc9bef33496332fa16aec2c163f0e Mon Sep 17 00:00:00 2001 From: James Seibel Date: Tue, 19 Oct 2021 20:11:31 -0500 Subject: [PATCH] auto-indent --- .../java/com/seibel/lod/config/LodConfig.java | 366 +++++++++--------- 1 file changed, 189 insertions(+), 177 deletions(-) diff --git a/src/main/java/com/seibel/lod/config/LodConfig.java b/src/main/java/com/seibel/lod/config/LodConfig.java index 2aeb23d0e..2c9a2e6a7 100644 --- a/src/main/java/com/seibel/lod/config/LodConfig.java +++ b/src/main/java/com/seibel/lod/config/LodConfig.java @@ -21,13 +21,25 @@ package com.seibel.lod.config; import java.nio.file.Path; import java.nio.file.Paths; -import com.seibel.lod.enums.*; import org.apache.commons.lang3.tuple.Pair; import org.apache.logging.log4j.LogManager; import com.electronwill.nightconfig.core.file.CommentedFileConfig; import com.electronwill.nightconfig.core.io.WritingMode; import com.seibel.lod.ModInfo; +import com.seibel.lod.enums.BlockToAvoid; +import com.seibel.lod.enums.BufferRebuildTimes; +import com.seibel.lod.enums.DebugMode; +import com.seibel.lod.enums.DistanceGenerationMode; +import com.seibel.lod.enums.FogDistance; +import com.seibel.lod.enums.FogDrawOverride; +import com.seibel.lod.enums.GenerationPriority; +import com.seibel.lod.enums.HorizontalQuality; +import com.seibel.lod.enums.HorizontalResolution; +import com.seibel.lod.enums.HorizontalScale; +import com.seibel.lod.enums.LodTemplate; +import com.seibel.lod.enums.VanillaOverdraw; +import com.seibel.lod.enums.VerticalQuality; import com.seibel.lod.util.LodUtil; import net.minecraftforge.common.ForgeConfigSpec; @@ -120,47 +132,47 @@ public class LodConfig builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName()); verticalQuality = builder - .comment("\n\n" - + " This indicates how detailed LODs will represent \n" - + " overhangs, caves, floating islands, ect. \n" - + " Higher options will use more memory and increase GPU usage. \n" - + " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n" - + " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n" - + " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n") - .defineEnum("Vertical Quality", VerticalQuality.MEDIUM); + .comment("\n\n" + + " This indicates how detailed LODs will represent \n" + + " overhangs, caves, floating islands, ect. \n" + + " Higher options will use more memory and increase GPU usage. \n" + + " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n" + + " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n" + + " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n") + .defineEnum("Vertical Quality", VerticalQuality.MEDIUM); horizontalScale = builder - .comment("\n\n" - + " This indicates how quickly LODs drop off in quality. \n" - + " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n" - + " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n" - + " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n") - .defineEnum("Horizontal Scale", HorizontalScale.MEDIUM); + .comment("\n\n" + + " This indicates how quickly LODs drop off in quality. \n" + + " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n" + + " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n" + + " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n") + .defineEnum("Horizontal Scale", HorizontalScale.MEDIUM); horizontalQuality = builder - .comment("\n\n" - + " This indicates the exponential base of the quadratic drop-off \n" - + " " + HorizontalQuality.LOWEST + ": base " + HorizontalQuality.LOWEST.quadraticBase + ". \n" - + " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n" - + " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n" - + " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n") - .defineEnum("Horizontal Quality", HorizontalQuality.MEDIUM); + .comment("\n\n" + + " This indicates the exponential base of the quadratic drop-off \n" + + " " + HorizontalQuality.LOWEST + ": base " + HorizontalQuality.LOWEST.quadraticBase + ". \n" + + " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n" + + " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n" + + " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n") + .defineEnum("Horizontal Quality", HorizontalQuality.MEDIUM); drawResolution = builder - .comment("\n\n" - + " What is the maximum detail LODs should be drawn at? \n" - + " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n" - + " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n" - + " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n" - + " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n" - + " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n") - .defineEnum("Block size", HorizontalResolution.BLOCK); + .comment("\n\n" + + " What is the maximum detail LODs should be drawn at? \n" + + " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n" + + " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n" + + " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n" + + " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n" + + " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n") + .defineEnum("Block size", HorizontalResolution.BLOCK); lodChunkRenderDistance = builder - .comment("\n\n" - + " The mod's render distance, measured in chunks. \n") - .defineInRange("Lod Render Distance", 64, 32, 1024); + .comment("\n\n" + + " The mod's render distance, measured in chunks. \n") + .defineInRange("Lod Render Distance", 64, 32, 1024); builder.pop(); } @@ -178,20 +190,20 @@ public class LodConfig builder.comment("These settings control the fog quality.").push(this.getClass().getSimpleName()); fogDistance = builder - .comment("\n\n" - + " At what distance should Fog be drawn on the LODs? \n" - + " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n" - + " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n") - .defineEnum("Fog Distance", FogDistance.NEAR_AND_FAR); + .comment("\n\n" + + " At what distance should Fog be drawn on the LODs? \n" + + " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n" + + " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n") + .defineEnum("Fog Distance", FogDistance.NEAR_AND_FAR); fogDrawOverride = builder - .comment("\n\n" - + " When should fog be drawn? \n" - + " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ". \n" - + " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n" - + " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n" - + " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n") - .defineEnum("Fog Draw Override", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY); + .comment("\n\n" + + " When should fog be drawn? \n" + + " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ". \n" + + " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n" + + " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n" + + " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n") + .defineEnum("Fog Draw Override", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY); builder.pop(); } } @@ -212,50 +224,50 @@ public class LodConfig builder.comment("Advanced graphics option for the mod").push(this.getClass().getSimpleName()); lodTemplate = builder - .comment("\n\n" - + " How should the LODs be drawn? \n" - + " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n" - + " \n" - + " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n" - + " " + LodTemplate.TRIANGULAR + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between other. \n" - + " " + LodTemplate.DYNAMIC + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between each other, \n" - + " " + " unless a neighboring chunk is at a significantly different height. \n") - .defineEnum("LOD Template", LodTemplate.CUBIC); + .comment("\n\n" + + " How should the LODs be drawn? \n" + + " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n" + + " \n" + + " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n" + + " " + LodTemplate.TRIANGULAR + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between other. \n" + + " " + LodTemplate.DYNAMIC + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between each other, \n" + + " " + " unless a neighboring chunk is at a significantly different height. \n") + .defineEnum("LOD Template", LodTemplate.CUBIC); disableDirectionalCulling = builder - .comment("\n\n" - + " If false LODs that are behind the player's camera \n" - + " aren't drawn, increasing performance. \n\n" - + "" - + " If true all LODs are drawn, even those behind \n" - + " the player's camera, decreasing performance. \n\n" - + "" - + " Disable this if you see LODs disappearing. \n" - + " (Which may happen if you are using a camera mod) \n") - .define("Disable Directional Culling", false); + .comment("\n\n" + + " If false LODs that are behind the player's camera \n" + + " aren't drawn, increasing performance. \n\n" + + "" + + " If true all LODs are drawn, even those behind \n" + + " the player's camera, decreasing performance. \n\n" + + "" + + " Disable this if you see LODs disappearing. \n" + + " (Which may happen if you are using a camera mod) \n") + .define("Disable Directional Culling", false); alwaysDrawAtMaxQuality = builder - .comment("\n\n" - + " Disable LOD quality falloff, \n" - + " all LODs will be drawn at the highest \n" - + " available detail level. \n\n" - + " " - + " WARNING: \n" - + " This could cause a Out Of Memory crash on render \n" - + " distances higher than 128 \n") - .define("Always Use Max Quality", false); + .comment("\n\n" + + " Disable LOD quality falloff, \n" + + " all LODs will be drawn at the highest \n" + + " available detail level. \n\n" + + " " + + " WARNING: \n" + + " This could cause a Out Of Memory crash on render \n" + + " distances higher than 128 \n") + .define("Always Use Max Quality", false); vanillaOverdraw = builder - .comment("\n\n" - + " How often should LODs be drawn on top of regular chunks? \n" - + " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n" - + " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n" - + " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n" - + " " + " More effective on higher render distances. \n" - + " " + " For vanilla render distances less than or equal to " + LodUtil.MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW + " \n" - + " " + " " + VanillaOverdraw.NEVER + " or " + VanillaOverdraw.ALWAYS + " may be used depending on the dimension. \n" - + " " + VanillaOverdraw.ALWAYS + ": LODs will render on all vanilla chunks preventing holes in the world. \n") - .defineEnum("Vanilla Overdraw", VanillaOverdraw.DYNAMIC); + .comment("\n\n" + + " How often should LODs be drawn on top of regular chunks? \n" + + " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n" + + " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n" + + " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n" + + " " + " More effective on higher render distances. \n" + + " " + " For vanilla render distances less than or equal to " + LodUtil.MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW + " \n" + + " " + " " + VanillaOverdraw.NEVER + " or " + VanillaOverdraw.ALWAYS + " may be used depending on the dimension. \n" + + " " + VanillaOverdraw.ALWAYS + ": LODs will render on all vanilla chunks preventing holes in the world. \n") + .defineEnum("Vanilla Overdraw", VanillaOverdraw.DYNAMIC); builder.pop(); } } @@ -280,35 +292,35 @@ public class LodConfig builder.comment("These settings control how LODs outside your normal view range are generated.").push("Generation"); generationPriority = builder - .comment("\n\n" - + " " + GenerationPriority.FAR_FIRST + " \n" - + " LODs are generated from low to high detail \n" - + " with a small priority for far away regions. \n" - + " This fills in the world fastest. \n\n" - + "" - + " " + GenerationPriority.NEAR_FIRST + " \n" - + " LODs are generated around the player \n" - + " in a spiral, similar to vanilla minecraft. \n") - .defineEnum("Generation Priority", GenerationPriority.FAR_FIRST); + .comment("\n\n" + + " " + GenerationPriority.FAR_FIRST + " \n" + + " LODs are generated from low to high detail \n" + + " with a small priority for far away regions. \n" + + " This fills in the world fastest. \n\n" + + "" + + " " + GenerationPriority.NEAR_FIRST + " \n" + + " LODs are generated around the player \n" + + " in a spiral, similar to vanilla minecraft. \n") + .defineEnum("Generation Priority", GenerationPriority.FAR_FIRST); distanceGenerationMode = builder - .comment("\n\n" - + " Note: The times listed here are the amount of time it took \n" - + " one of the developer's PC to generate 1 chunk, \n" - + " and are included so you can compare the \n" - + " different generation options. Your mileage may vary. \n" - + "\n" + .comment("\n\n" + + " Note: The times listed here are the amount of time it took \n" + + " one of the developer's PC to generate 1 chunk, \n" + + " and are included so you can compare the \n" + + " different generation options. Your mileage may vary. \n" + + "\n" + " " + DistanceGenerationMode.NONE + " \n" + " Don't run the distance generator. \n" - + + "\n" + " " + DistanceGenerationMode.BIOME_ONLY + " \n" + " Only generate the biomes and use the biome's \n" + " grass color, water color, or snow color. \n" + " Doesn't generate height, everything is shown at sea level. \n" + " Multithreaded - Fastest (2-5 ms) \n" - + + "\n" + " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n" + " Same as BIOME_ONLY, except instead \n" @@ -316,20 +328,20 @@ public class LodConfig + " different biome types (mountain, ocean, forest, etc.) \n" + " use predetermined heights to simulate having height data. \n" + " Multithreaded - Fastest (2-5 ms) \n" - + + "\n" + " " + DistanceGenerationMode.SURFACE + " \n" + " Generate the world surface, \n" + " this does NOT include trees, \n" + " or structures. \n" + " Multithreaded - Faster (10-20 ms) \n" - + + "\n" + " " + DistanceGenerationMode.FEATURES + " \n" + " Generate everything except structures. \n" + " WARNING: This may cause world generation bugs or instability! \n" + " Multithreaded - Fast (15-20 ms) \n" - + + "\n" + " " + DistanceGenerationMode.SERVER + " \n" + " Ask the server to generate/load each chunk. \n" @@ -337,44 +349,44 @@ public class LodConfig + " be useful if you are adding the mod to a pre-existing world. \n" + " This is the most compatible, but causes server/simulation lag. \n" + " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n") - .defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE); + .defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE); allowUnstableFeatureGeneration = builder - .comment("\n\n" - + " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n" - + " some features may not be thread safe, which could \n" - + " cause instability and crashes. \n" - + " By default (false) those features are skipped, \n" - + " improving stability, but decreasing how many features are \n" - + " actually generated. \n" - + " (for example: some tree generation is unstable, \n" - + " so some trees may not be generated.) \n" - + " By setting this to true, all features will be generated, \n" - + " but your game will be more unstable and crashes may occur. \n" - + " \n" - + " I would love to remove this option and always generate everything, \n" - + " but I'm not sure how to do that. \n" - + " If you are a Java wizard, check out the git issue here: \n" - + " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n") - .define("Allow Unstable Feature Generation", false); + .comment("\n\n" + + " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n" + + " some features may not be thread safe, which could \n" + + " cause instability and crashes. \n" + + " By default (false) those features are skipped, \n" + + " improving stability, but decreasing how many features are \n" + + " actually generated. \n" + + " (for example: some tree generation is unstable, \n" + + " so some trees may not be generated.) \n" + + " By setting this to true, all features will be generated, \n" + + " but your game will be more unstable and crashes may occur. \n" + + " \n" + + " I would love to remove this option and always generate everything, \n" + + " but I'm not sure how to do that. \n" + + " If you are a Java wizard, check out the git issue here: \n" + + " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n") + .define("Allow Unstable Feature Generation", false); blockToAvoid = builder - .comment("\n\n" - + " " + BlockToAvoid.NONE + " \n" - + " Use all block in the generation \n" - + "\n" - + " " + BlockToAvoid.NON_FULL + " \n" - + " Avoid block that are not full (slab, lantern, grass, torches ..) \n" - + "\n" - + " " + BlockToAvoid.NO_COLLISION + " \n" - + " Avoid block that have no collision (grass, torches ..) \n" - + "\n" - + " " + BlockToAvoid.BOTH + " \n" - + " Avoid both type of blocks \n" - + "\n") - .defineEnum("Block to avoid", BlockToAvoid.BOTH); - - /*useExperimentalPreGenLoading = builder + .comment("\n\n" + + " " + BlockToAvoid.NONE + " \n" + + " Use all block in the generation \n" + + "\n" + + " " + BlockToAvoid.NON_FULL + " \n" + + " Avoid block that are not full (slab, lantern, grass, torches ..) \n" + + "\n" + + " " + BlockToAvoid.NO_COLLISION + " \n" + + " Avoid block that have no collision (grass, torches ..) \n" + + "\n" + + " " + BlockToAvoid.BOTH + " \n" + + " Avoid both type of blocks \n" + + "\n") + .defineEnum("Block to avoid", BlockToAvoid.BOTH); + + /*useExperimentalPreGenLoading = builder .comment("\n\n" + " if a chunk has been pre-generated, then the mod would use the real chunk for the \n" + "fake chunk creation. May require a deletion of the lod file to see the result. \n") @@ -417,27 +429,27 @@ public class LodConfig builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName()); numberOfWorldGenerationThreads = builder - .comment("\n\n" - + " This is how many threads are used when generating LODs outside \n" - + " the normal render distance. \n" - + " If you experience stuttering when generating distant LODs, decrease \n" - + " this number. If you want to increase LOD generation speed, \n" - + " increase this number. \n" - + " \n" - + " The maximum value is the number of logical processors on your CPU. \n" - + " Requires a restart to take effect. \n") - .defineInRange("numberOfWorldGenerationThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors()); + .comment("\n\n" + + " This is how many threads are used when generating LODs outside \n" + + " the normal render distance. \n" + + " If you experience stuttering when generating distant LODs, decrease \n" + + " this number. If you want to increase LOD generation speed, \n" + + " increase this number. \n" + + " \n" + + " The maximum value is the number of logical processors on your CPU. \n" + + " Requires a restart to take effect. \n") + .defineInRange("numberOfWorldGenerationThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors()); numberOfBufferBuilderThreads = builder - .comment("\n\n" - + " This is how many threads are used when building vertex buffers \n" - + " (The things sent to your GPU to draw the LODs). \n" - + " If you experience high CPU usage when NOT generating distant \n" - + " LODs, lower this number. \n" - + " \n" - + " The maximum value is the number of logical processors on your CPU. \n" - + " Requires a restart to take effect. \n") - .defineInRange("numberOfBufferBuilderThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors()); + .comment("\n\n" + + " This is how many threads are used when building vertex buffers \n" + + " (The things sent to your GPU to draw the LODs). \n" + + " If you experience high CPU usage when NOT generating distant \n" + + " LODs, lower this number. \n" + + " \n" + + " The maximum value is the number of logical processors on your CPU. \n" + + " Requires a restart to take effect. \n") + .defineInRange("numberOfBufferBuilderThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors()); builder.pop(); } @@ -454,24 +466,24 @@ public class LodConfig builder.comment("These settings can be used to look for bugs, or see how certain aspects of the mod work.").push(this.getClass().getSimpleName()); drawLods = builder - .comment("\n\n" - + " If true, the mod is enabled and LODs will be drawn. \n" - + " If false, the mod will still generate LODs, \n" - + " but they won't be rendered. \n") - .define("Disable Draw", true); + .comment("\n\n" + + " If true, the mod is enabled and LODs will be drawn. \n" + + " If false, the mod will still generate LODs, \n" + + " but they won't be rendered. \n") + .define("Disable Draw", true); debugMode = builder - .comment("\n\n" - + " " + DebugMode.OFF + ": LODs will draw with their normal colors. \n" - + " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail level. \n" - + " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail level, drawn as a wireframe. \n") - .defineEnum("debugMode", DebugMode.OFF); + .comment("\n\n" + + " " + DebugMode.OFF + ": LODs will draw with their normal colors. \n" + + " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail level. \n" + + " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail level, drawn as a wireframe. \n") + .defineEnum("debugMode", DebugMode.OFF); enableDebugKeybindings = builder - .comment("\n\n" - + " If true the F4 key can be used to cycle through the different debug modes. \n" - + " and the F6 key can be used to enable and disable LOD rendering.") - .define("enableDebugKeybinding", false); + .comment("\n\n" + + " If true the F4 key can be used to cycle through the different debug modes. \n" + + " and the F6 key can be used to enable and disable LOD rendering.") + .define("enableDebugKeybinding", false); builder.pop(); } @@ -486,10 +498,10 @@ public class LodConfig builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName()); rebuildTimes = builder - .comment("\n\n" - + " How frequently should geometry be rebuilt and sent to the GPU? \n" - + " Faster settings may cause stuttering, but will prevent holes in the world \n") - .defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL); + .comment("\n\n" + + " How frequently should geometry be rebuilt and sent to the GPU? \n" + + " Faster settings may cause stuttering, but will prevent holes in the world \n") + .defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL); builder.pop(); } @@ -512,8 +524,8 @@ public class LodConfig CLIENT_SPEC = specPair.getRight(); CLIENT = specPair.getLeft(); CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH) - .writingMode(WritingMode.REPLACE) - .build(); + .writingMode(WritingMode.REPLACE) + .build(); clientConfig.load(); clientConfig.save(); CLIENT_SPEC.setConfig(clientConfig);