Remove the experimental useFovSetting setting
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@@ -39,7 +39,6 @@ import com.seibel.lod.enums.HorizontalResolution;
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import com.seibel.lod.enums.HorizontalScale;
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import com.seibel.lod.enums.LodTemplate;
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import com.seibel.lod.enums.VerticalQuality;
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import com.seibel.lod.render.LodRenderer.FovTest;
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import net.minecraftforge.common.ForgeConfigSpec;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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@@ -50,7 +49,7 @@ import net.minecraftforge.fml.config.ModConfig;
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* This handles any configuration the user has access to.
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*
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* @author James Seibel
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* @version 9-26-2021
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* @version 10-9-2021
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*/
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@Mod.EventBusSubscriber
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public class LodConfig
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@@ -100,8 +99,6 @@ public class LodConfig
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public ForgeConfigSpec.BooleanValue drawLods;
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public ForgeConfigSpec.EnumValue<FovTest> useFovSetting;
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Graphics(ForgeConfigSpec.Builder builder)
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{
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@@ -164,12 +161,6 @@ public class LodConfig
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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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useFovSetting = builder
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.comment("\n\n"
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+ " Experimental text value. \n"
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+ " " + FovTest.BOTH + ": is the normal value \n")
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.defineEnum("useFovSetting", FovTest.BOTH);
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disableDirectionalCulling = builder
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.comment("\n\n"
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+ " If false LODs that are behind the player's camera \n"
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@@ -182,18 +173,6 @@ public class LodConfig
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+ " (This may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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// shadingMode = builder
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// .comment("\n\n"
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// + " What kind of shading should the LODs have? \n"
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// + " \n"
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// + " " + ShadingMode.NONE + " \n"
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// + " " + "LODs will have the same lighting on every side. \n"
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// + " " + "Can make large similarly colored areas hard to differentiate. \n"
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// + "\n"
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// + " " + ShadingMode.GAME_SHADING + " \n"
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// + " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
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// .defineEnum("lightingMode", ShadingMode.GAME_SHADING);
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alwaysDrawAtMaxQuality = builder
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.comment("\n\n"
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+ " Disable LOD quality falloff, "
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