Make the config file more easily readable
This commit is contained in:
@@ -430,7 +430,7 @@ public class LodBuilder
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// snow, flowers, etc. Get the above block so we can still get the color
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// of the snow, flower, etc. that may be above this block
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int aboveColorInt = 0;
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if (LodConfig.CLIENT.worldGenerator.avoidNonFullBlock.get() || LodConfig.CLIENT.worldGenerator.avoidBlockWithNoCollision.get())
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if (LodConfig.CLIENT.worldGenerator.avoidNonFullBlocks.get() || LodConfig.CLIENT.worldGenerator.avoidBlocksWithNoCollision.get())
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{
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blockPos.set(chunk.getPos().getMinBlockX() + xRel, sectionIndex * CHUNK_DATA_WIDTH + yRel + 1, chunk.getPos().getMinBlockZ() + zRel);
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aboveColorInt = getColorForBlock(chunk, blockPos);
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@@ -783,8 +783,8 @@ public class LodBuilder
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private boolean isLayerValidLodPoint(IChunk chunk, BlockPos.Mutable blockPos)
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{
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BlockState blockState = chunk.getBlockState(blockPos);
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boolean avoidNonFullBlock = LodConfig.CLIENT.worldGenerator.avoidNonFullBlock.get();
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boolean avoidBlockWithNoCollision = LodConfig.CLIENT.worldGenerator.avoidBlockWithNoCollision.get();
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boolean avoidNonFullBlock = LodConfig.CLIENT.worldGenerator.avoidNonFullBlocks.get();
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boolean avoidBlockWithNoCollision = LodConfig.CLIENT.worldGenerator.avoidBlocksWithNoCollision.get();
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if (blockState != null)
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{
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// TODO this code is dead since avoidSmallBlock and onlyUseFullBlock
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@@ -111,14 +111,14 @@ public class LodConfig
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+ " If true, the mod is enabled and LODs will be drawn. \n"
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+ " If false, the mod will still generate LODs, \n"
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+ " but they won't be rendered. \n")
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.define("drawLODs", true);
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.define("Draw LODs", true);
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fogDistance = builder
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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.defineEnum("Fog Distance", FogDistance.NEAR_AND_FAR);
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fogDrawOverride = builder
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.comment("\n\n"
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@@ -127,7 +127,7 @@ public class LodConfig
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+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
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.defineEnum("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
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.defineEnum("Fog Draw Override", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
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lodTemplate = builder
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.comment("\n\n"
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@@ -138,14 +138,14 @@ public class LodConfig
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+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n"
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+ " " + " unless a neighboring chunk is at a significantly different height. \n")
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.defineEnum("lodTemplate", LodTemplate.CUBIC);
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.defineEnum("LOD Template", LodTemplate.CUBIC);
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detailDropOff = builder
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.comment("\n\n"
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+ " How smooth should the detail transition for LODs be? \n"
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+ DetailDropOff.FANCY + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n"
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+ DetailDropOff.FAST + ": quality is determined per-region \n")
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.defineEnum("detailDropOff", DetailDropOff.FANCY);
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.defineEnum("Detail DropOff", DetailDropOff.FANCY);
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drawResolution = builder
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.comment("\n\n"
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@@ -160,7 +160,7 @@ public class LodConfig
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lodChunkRenderDistance = builder
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.comment("\n\n"
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+ " The mod's render distance, measured in chunks. \n")
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.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
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.defineInRange("Lod Render Distance", 64, 32, 1024);
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disableDirectionalCulling = builder
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.comment("\n\n"
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@@ -172,7 +172,7 @@ public class LodConfig
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+ ""
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+ " Disable this if you see LODs disappearing. \n"
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+ " (Which may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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.define("Disable Directional Culling", false);
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alwaysDrawAtMaxQuality = builder
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.comment("\n\n"
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@@ -183,7 +183,7 @@ public class LodConfig
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+ " WARNING: \n"
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+ " This could cause a Out Of Memory crash on render \n"
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+ " distances higher than 128 \n")
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.define("alwaysDrawAtMaxQuality", false);
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.define("Always Use Max Quality", false);
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vanillaOverdraw = builder
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.comment("\n\n"
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@@ -195,7 +195,7 @@ public class LodConfig
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+ " " + " For vanilla render distances less than or equal to " + LodUtil.MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW + " \n"
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+ " " + " " + VanillaOverdraw.NEVER + " or " + VanillaOverdraw.ALWAYS + " may be used depending on the dimension. \n"
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+ " " + VanillaOverdraw.ALWAYS + ": LODs will render on all vanilla chunks preventing holes in the world. \n")
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.defineEnum("vanillaOverdraw", VanillaOverdraw.DYNAMIC);
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.defineEnum("Vanilla Overdraw", VanillaOverdraw.DYNAMIC);
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builder.pop();
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}
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@@ -210,8 +210,8 @@ public class LodConfig
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public final ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
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public final ForgeConfigSpec.EnumValue<HorizontalScale> horizontalScale;
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public final ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
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public final ForgeConfigSpec.BooleanValue avoidBlockWithNoCollision;
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public final ForgeConfigSpec.BooleanValue avoidNonFullBlock;
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public final ForgeConfigSpec.BooleanValue avoidBlocksWithNoCollision;
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public final ForgeConfigSpec.BooleanValue avoidNonFullBlocks;
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WorldGenerator(ForgeConfigSpec.Builder builder)
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{
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@@ -219,10 +219,11 @@ public class LodConfig
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verticalQuality = builder
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.comment("\n\n"
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+ " This indicates how detailed the LODs will be in representing \n"
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+ " This indicates how detailed LODs will represent \n"
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+ " overhangs, caves, floating islands, ect. \n"
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+ " Higher options will use more memory and lower performance. \n"
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+ " Higher options will use more memory and increase GPU usage. \n"
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+ " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n"
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+ " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n"
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+ " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n")
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.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
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@@ -244,7 +245,7 @@ public class LodConfig
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+ " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n"
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+ " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n"
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+ " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n")
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.defineEnum("horizontal scale", HorizontalScale.MEDIUM);
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.defineEnum("Horizontal Scale", HorizontalScale.MEDIUM);
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horizontalQuality = builder
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.comment("\n\n"
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@@ -253,7 +254,7 @@ public class LodConfig
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+ " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n"
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+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
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+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n")
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.defineEnum("horizontal quality", HorizontalQuality.MEDIUM);
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.defineEnum("Horizontal Quality", HorizontalQuality.MEDIUM);
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generationPriority = builder
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.comment("\n\n"
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@@ -265,7 +266,7 @@ public class LodConfig
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+ " " + GenerationPriority.NEAR_FIRST + " \n"
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+ " LODs are generated around the player \n"
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+ " in a spiral, similar to vanilla minecraft. \n")
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.defineEnum("Generation priority", GenerationPriority.NEAR_FIRST);
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.defineEnum("Generation Priority", GenerationPriority.NEAR_FIRST);
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distanceGenerationMode = builder
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.comment("\n\n"
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@@ -313,7 +314,7 @@ public class LodConfig
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+ " be useful if you are adding the mod to a pre-existing world. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
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.defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE);
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allowUnstableFeatureGeneration = builder
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.comment("\n\n"
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@@ -332,19 +333,19 @@ public class LodConfig
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+ " but I'm not sure how to do that. \n"
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+ " If you are a Java wizard, check out the git issue here: \n"
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+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
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.define("allowUnstableFeatureGeneration", false);
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.define("Allow Unstable Feature Generation", false);
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avoidBlockWithNoCollision = builder
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avoidBlocksWithNoCollision = builder
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.comment("\n\n"
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+ " If true LODs will only use blocks that have collisions when generating. \n"
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+ " Turning this on will make plains smoother since the tall grass won't be used. \n")
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.define("avoid Block With No Collision", true);
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.define("Avoid Blocks With No Collision", true);
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avoidNonFullBlock = builder
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avoidNonFullBlocks = builder
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.comment("\n\n"
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+ " If true LODs will only show full bocks when generating. \n"
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+ " Turning this on will make plains smoother since the tall grass won't be used. \n")
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.define("avoid Non Full Block", true);
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.define("Avoid Non Full Blocks", true);
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builder.pop();
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}
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}
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