From b6390c57efd599eac9d7bd50f611fb7f378530e1 Mon Sep 17 00:00:00 2001 From: James Seibel Date: Wed, 13 Oct 2021 21:03:03 -0500 Subject: [PATCH] auto-indent --- .../java/com/seibel/lod/config/LodConfig.java | 382 +++++++++--------- 1 file changed, 198 insertions(+), 184 deletions(-) diff --git a/src/main/java/com/seibel/lod/config/LodConfig.java b/src/main/java/com/seibel/lod/config/LodConfig.java index 272945602..e136be860 100644 --- a/src/main/java/com/seibel/lod/config/LodConfig.java +++ b/src/main/java/com/seibel/lod/config/LodConfig.java @@ -18,20 +18,34 @@ package com.seibel.lod.config; +import java.nio.file.Path; +import java.nio.file.Paths; + +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.*; +import com.seibel.lod.enums.BufferRebuildTimes; +import com.seibel.lod.enums.DebugMode; +import com.seibel.lod.enums.DetailDropOff; +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; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.config.ModConfig; -import org.apache.commons.lang3.tuple.Pair; -import org.apache.logging.log4j.LogManager; - -import java.nio.file.Path; -import java.nio.file.Paths; /** * This handles any configuration the user has access to. @@ -93,95 +107,95 @@ public class LodConfig builder.comment("These settings control how the LODs look.").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("drawLODs", 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("drawLODs", true); 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("fogDistance", 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("fogDistance", 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("fogDrawOverride", 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("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY); 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 + ": LOD Chunks smoothly transition between other. \n" - + " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n" - + " " + " unless a neighboring chunk is at a significantly different height. \n") - .defineEnum("lodTemplate", 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 + ": LOD Chunks smoothly transition between other. \n" + + " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n" + + " " + " unless a neighboring chunk is at a significantly different height. \n") + .defineEnum("lodTemplate", LodTemplate.CUBIC); detailDropOff = builder - .comment("\n\n" - + " How smooth should the detail transition for LODs be? \n" - + DetailDropOff.FANCY + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n" - + DetailDropOff.FAST + ": quality is determined per-region \n") - .defineEnum("detailDropOff", DetailDropOff.FANCY); + .comment("\n\n" + + " How smooth should the detail transition for LODs be? \n" + + DetailDropOff.FANCY + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n" + + DetailDropOff.FAST + ": quality is determined per-region \n") + .defineEnum("detailDropOff", DetailDropOff.FANCY); 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("Draw resolution", 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("Draw resolution", HorizontalResolution.BLOCK); lodChunkRenderDistance = builder - .comment("\n\n" - + " The mod's render distance, measured in chunks. \n") - .defineInRange("lodChunkRenderDistance", 64, 32, 1024); + .comment("\n\n" + + " The mod's render distance, measured in chunks. \n") + .defineInRange("lodChunkRenderDistance", 64, 32, 1024); 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("disableDirectionalCulling", 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("disableDirectionalCulling", 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("alwaysDrawAtMaxQuality", 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("alwaysDrawAtMaxQuality", 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("vanillaOverdraw", 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("vanillaOverdraw", VanillaOverdraw.DYNAMIC); builder.pop(); } @@ -204,73 +218,73 @@ public class LodConfig builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName()); verticalQuality = builder - .comment("\n\n" - + " This indicates how detailed the LODs will be in representing \n" - + " overhangs, caves, floating islands, ect. \n" - + " Higher options will use more memory and lower performance. \n" - + " " + VerticalQuality.LOW + ": uses at max 2 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 the LODs will be in representing \n" + + " overhangs, caves, floating islands, ect. \n" + + " Higher options will use more memory and lower performance. \n" + + " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n" + + " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n") + .defineEnum("Vertical Quality", VerticalQuality.MEDIUM); generationResolution = builder - .comment("\n\n" - + " What is the maximum detail level that LODs should be generated 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("Generation Resolution", HorizontalResolution.BLOCK); + .comment("\n\n" + + " What is the maximum detail level that LODs should be generated 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("Generation Resolution", HorizontalResolution.BLOCK); 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.LINEAR + ": base " + HorizontalQuality.LINEAR.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.LINEAR + ": base " + HorizontalQuality.LINEAR.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); 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.NEAR_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.NEAR_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" @@ -278,20 +292,20 @@ 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" @@ -299,38 +313,38 @@ 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("distanceGenerationMode", DistanceGenerationMode.SURFACE); + .defineEnum("distanceGenerationMode", 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("allowUnstableFeatureGeneration", 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("allowUnstableFeatureGeneration", false); avoidBlockWithNoCollision = builder - .comment("\n\n" - + " if true avoid block that have no collision box in the generation \n" - + " grass, \n") - .define("avoid Block With No Collision", false); + .comment("\n\n" + + " if true avoid block that have no collision box in the generation \n" + + " grass, \n") + .define("avoid Block With No Collision", false); avoidNonFullBlock = builder - .comment("\n\n" - + " If you are a Java wizard, check out the git issue here: \n" - + " If you are a Java wizard, check out the git issue here: \n") - .define("avoid Non Full Block", false); + .comment("\n\n" + + " If you are a Java wizard, check out the git issue here: \n" + + " If you are a Java wizard, check out the git issue here: \n") + .define("avoid Non Full Block", false); builder.pop(); } } @@ -345,27 +359,27 @@ 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", 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", 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", Runtime.getRuntime().availableProcessors(), 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", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors()); builder.pop(); } @@ -381,17 +395,17 @@ 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()); 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(); } @@ -406,10 +420,10 @@ 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(); }