# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
-# The desired FPS
+# Minimum FPS
+# The amount of rendered stuff is dynamically set according to this
#wanted_fps = 30
# If FPS would go higher than this, limit it by sleeping
# (to not waste CPU power for no benefit)
# Sound settings
#enable_sound = true
#sound_volume = 0.7
+# Whether node texture animations should be desynchronized per MapBlock
+#desynchronize_mapblock_texture_animation = true
#
# Server stuff
#give_initial_stuff = false
# New users need to input this password
#default_password =
-# Available privileges: build, teleport, settime, privs, shout
-#default_privs = build, shout
+# Available privileges: interact, shout, teleport, settime, privs, ...
+# See /privs in game for a full list on your server and mod configuration.
+#default_privs = interact, shout
# Whether players are shown to clients without any range limit
#unlimited_player_transfer_distance = true
# Whether to enable players killing each other
settings->setDefault("console_alpha", "200");
settings->setDefault("enable_sound", "true");
settings->setDefault("sound_volume", "0.8");
+ settings->setDefault("desynchronize_mapblock_texture_animation", "true");
// Server stuff
// "map-dir" doesn't exist by default.
#include "mesh.h"
#include "content_mapblock.h"
#include "noise.h"
+#include "settings.h"
/*
MeshMakeData
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
- // Get starting position from noise
- m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
- data->m_blockpos.X, data->m_blockpos.Y,
- data->m_blockpos.Z, 0));
+ if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+ // Get starting position from noise
+ m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
+ data->m_blockpos.X, data->m_blockpos.Y,
+ data->m_blockpos.Z, 0));
+ } else {
+ // Play all synchronized
+ m_animation_frame_offsets[i] = 0;
+ }
// Replace tile texture with the first animation frame
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture.id);