Added option to avoid block with no collision + removed SingleLevelContainer class use
This commit is contained in:
@@ -108,95 +108,95 @@ public class LodConfig
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builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
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drawLods = builder
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.comment("\n\n"
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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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.comment("\n\n"
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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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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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.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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fogDrawOverride = builder
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.comment("\n\n"
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+ " When should fog be drawn? \n"
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+ " " + 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"
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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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.comment("\n\n"
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+ " When should fog be drawn? \n"
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+ " " + 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"
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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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lodTemplate = builder
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.comment("\n\n"
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+ " How should the LODs be drawn? \n"
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+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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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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.comment("\n\n"
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+ " How should the LODs be drawn? \n"
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+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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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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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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.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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drawResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail LODs should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
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.comment("\n\n"
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+ " What is the maximum detail LODs should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
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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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.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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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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+ " aren't drawn, increasing performance. \n\n"
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+ ""
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+ " If true all LODs are drawn, even those behind \n"
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+ " the player's camera, decreasing performance. \n\n"
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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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.comment("\n\n"
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+ " If false LODs that are behind the player's camera \n"
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+ " aren't drawn, increasing performance. \n\n"
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+ ""
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+ " If true all LODs are drawn, even those behind \n"
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+ " the player's camera, decreasing performance. \n\n"
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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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alwaysDrawAtMaxQuality = builder
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.comment("\n\n"
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+ " Disable LOD quality falloff, \n"
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+ " all LODs will be drawn at the highest \n"
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+ " available detail level. \n\n"
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+ " "
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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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.comment("\n\n"
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+ " Disable LOD quality falloff, \n"
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+ " all LODs will be drawn at the highest \n"
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+ " available detail level. \n\n"
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+ " "
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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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vanillaOverdraw = builder
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.comment("\n\n"
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+ " How often should LODs be drawn on top of regular chunks? \n"
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+ " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n"
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+ " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n"
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+ " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n"
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+ " " + " More effective on higher render distances. \n"
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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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.comment("\n\n"
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+ " How often should LODs be drawn on top of regular chunks? \n"
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+ " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n"
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+ " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n"
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+ " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n"
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+ " " + " More effective on higher render distances. \n"
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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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builder.pop();
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}
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@@ -211,126 +211,141 @@ 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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WorldGenerator(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
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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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+ " overhangs, caves, floating islands, ect. \n"
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+ " Higher options will use more memory and lower performance. \n"
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+ " " + VerticalQuality.LOW + ": uses at max 2 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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.comment("\n\n"
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+ " This indicates how detailed the LODs will be in representing \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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+ " " + VerticalQuality.LOW + ": uses at max 2 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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generationResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be generated at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Generation Resolution", HorizontalResolution.BLOCK);
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be generated at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Generation Resolution", HorizontalResolution.BLOCK);
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horizontalScale = builder
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.comment("\n\n"
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+ " This indicates how quickly LODs drop off in quality. \n"
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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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.comment("\n\n"
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+ " This indicates how quickly LODs drop off in quality. \n"
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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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horizontalQuality = builder
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.comment("\n\n"
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+ " This indicates the exponential base of the quadratic drop-off \n"
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+ " " + HorizontalQuality.LINEAR + ": base " + HorizontalQuality.LINEAR.quadraticBase + ". \n"
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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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.comment("\n\n"
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+ " This indicates the exponential base of the quadratic drop-off \n"
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+ " " + HorizontalQuality.LINEAR + ": base " + HorizontalQuality.LINEAR.quadraticBase + ". \n"
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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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generationPriority = builder
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.comment("\n\n"
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+ " " + GenerationPriority.FAR_FIRST + " \n"
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+ " LODs are generated from low to high detail \n"
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+ " with a small priority for far away regions. \n"
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+ " This fills in the world fastest. \n\n"
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+ ""
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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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.comment("\n\n"
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+ " " + GenerationPriority.FAR_FIRST + " \n"
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+ " LODs are generated from low to high detail \n"
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+ " with a small priority for far away regions. \n"
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+ " This fills in the world fastest. \n\n"
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+ ""
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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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distanceGenerationMode = builder
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.comment("\n\n"
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+ " Note: The times listed here are the amount of time it took \n"
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+ " one of the developer's PC to generate 1 chunk, \n"
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+ " and are included so you can compare the \n"
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+ " different generation options. Your mileage may vary. \n"
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+ "\n"
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.comment("\n\n"
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+ " Note: The times listed here are the amount of time it took \n"
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+ " one of the developer's PC to generate 1 chunk, \n"
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+ " and are included so you can compare the \n"
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+ " different generation options. Your mileage may vary. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
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+ " Only generate the biomes and use the biome's \n"
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+ " grass color, water color, or snow color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
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+ " Only generate the biomes and use the biome's \n"
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+ " grass color, water color, or snow color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
|
||||
+ " " + DistanceGenerationMode.SERVER + " \n"
|
||||
+ " Ask the server to generate/load each chunk. \n"
|
||||
+ " This will show player made structures, which can \n"
|
||||
+ " 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);
|
||||
+ "\n"
|
||||
+ " " + DistanceGenerationMode.SERVER + " \n"
|
||||
+ " Ask the server to generate/load each chunk. \n"
|
||||
+ " This will show player made structures, which can \n"
|
||||
+ " 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);
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
builder.pop();
|
||||
}
|
||||
}
|
||||
@@ -345,27 +360,27 @@ 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 +396,17 @@ 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 +421,10 @@ 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();
|
||||
}
|
||||
@@ -429,8 +444,8 @@ 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);
|
||||
|
||||
Reference in New Issue
Block a user