# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_drop (Drop item key) key KEY_KEY_Q
+# Key to use view zoom when possible.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+keymap_zoom (View zoom key) key KEY_KEY_Z
+
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_hud (HUD toggle key) key KEY_F1
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_chat (Chat toggle key) key KEY_F2
+# Key for toggling the display of the large chat console.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+keymap_console (Large chat console key) key KEY_F10
+
# Key for toggling the display of the fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
enable_remote_media_server (Connect to external media server) bool true
# Enable Lua modding support on client.
+# This support is experimental and API can change.
enable_client_modding (Client modding) bool false
# URL to the server list displayed in the Multiplayer Tab.
# Method used to highlight selected object.
node_highlighting (Node highlighting) enum box box,halo
+# Adds particles when digging a node.
+enable_particles (Digging particles) bool true
+
[***Filtering]
# Use mip mapping to scale textures. May slightly increase performance.
[***Shaders]
# Shaders allow advanced visual effects and may increase performance on some video cards.
-# Thy only work with the OpenGL video backend.
+# This only works with the OpenGL video backend.
enable_shaders (Shaders) bool true
+# Path to shader directory. If no path is defined, default location will be used.
+shader_path (Shader path) path
+
[****Tone Mapping]
# Enables filmic tone mapping
parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1
# Strength of parallax.
-3d_parallax_strength (Parallax occlusion strength) float 0.025
+3d_paralax_strength (Parallax occlusion strength) float 0.025
# Number of parallax occlusion iterations.
parallax_occlusion_iterations (Parallax occlusion iterations) int 4
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
cloud_radius (Cloud radius) int 12
+# Enables view bobbing when walking.
+view_bobbing (Enable view bobbing) bool true
+
# Multiplier for view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
-view_bobbing_amount (View bobbing) float 1.0
+view_bobbing_amount (View bobbing factor) float 1.0
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
-fall_bobbing_amount (Fall bobbing) float 0.0
+fall_bobbing_amount (Fall bobbing factor) float 0.0
# 3D support.
# Currently supported:
# Useful if there's something to be displayed right or left of hotbar.
hud_hotbar_max_width (Maximum hotbar width) float 1.0
+# Modifies the size of the hudbar elements.
+hud_scaling (HUD scale factor) float 1.0
+
# Enables caching of facedir rotated meshes.
enable_mesh_cache (Mesh cache) bool false
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
+# Android systems only: Tries to create inventory textures from meshes
+# when no supported render was found.
+inventory_image_hack (Inventory image hack) bool false
+
# Fraction of the visible distance at which fog starts to be rendered
fog_start (Fog Start) float 0.4 0.0 0.99
+# Makes all liquids opaque
+opaque_water (Opaque liquids) bool false
+
[**Menus]
# Use a cloud animation for the main menu background.
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
screen_dpi (DPI) int 72
+# Windows systems only: Start Minetest with the command line window in the background.
+# Contains the same information as the file debug.txt (default name).
+enable_console (Enable console window) bool false
+
[*Sound]
enable_sound (Sound) bool true
# Enable players getting damage and dying.
enable_damage (Damage) bool false
+# Enable creative mode for new created maps.
+creative_mode (Creative) bool false
+
# A chosen map seed for a new map, leave empty for random.
# Will be overridden when creating a new world in the main menu.
fixed_map_seed (Fixed map seed) string
mgv5_np_filler_depth (Filler depth noise) noise_params 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
# Variation of terrain vertical scale.
+# When noise is < -0.55 terrain is near-flat.
mgv5_np_factor (Factor noise) noise_params 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
# Y-level of average terrain surface.
# Floatlands are currently experimental and subject to change.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
-mgv7_spflags (Mapgen v7 specific flags) flags mountains,ridges,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
+mgv7_spflags (Mapgen v7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
# Controls width of tunnels, a smaller value creates wider tunnels.
mgv7_cave_width (Cave width) float 0.09
# Occasional lakes and hills can be added to the flat world.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
-mgflat_spflags (Mapgen flat specific flags) flags lakes,hills,,nolakes,nohills
+mgflat_spflags (Mapgen flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills
# Y of flat ground.
mgflat_ground_level (Ground level) int 8
profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
# The file path relative to your worldpath in which profiles will be saved to.
-#
profiler.report_path (Report path) string ""
[***Instrumentation]
# type: key
# keymap_drop = KEY_KEY_Q
+# Key to use view zoom when possible.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_zoom = KEY_KEY_Z
+
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# type: key
# keymap_toggle_chat = KEY_F2
+# Key for toggling the display of the large chat console.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_console = KEY_F10
+
# Key for toggling the display of the fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# Enable Lua modding support on client.
# This support is experimental and API can change.
# type: bool
-enable_client_modding (Client modding) bool false
+# enable_client_modding = false
# URL to the server list displayed in the Multiplayer Tab.
# type: string
# type: enum values: box, halo
# node_highlighting = box
+# Adds particles when digging a node.
+# type: bool
+# enable_particles = true
+
#### Filtering
# Use mip mapping to scale textures. May slightly increase performance.
#### Shaders
# Shaders allow advanced visual effects and may increase performance on some video cards.
-# Thy only work with the OpenGL video backend.
+# This only works with the OpenGL video backend.
# type: bool
# enable_shaders = true
+# Path to shader directory. If no path is defined, default location will be used.
+# type: path
+# shader_path =
+
##### Tone Mapping
# Enables filmic tone mapping
# Strength of parallax.
# type: float
-# 3d_parallax_strength = 0.025
+# 3d_paralax_strength = 0.025
# Number of parallax occlusion iterations.
# type: int
# type: int
# cloud_radius = 12
+# Enables view bobbing when walking.
+# type: bool
+# view_bobbing = true
+
# Multiplier for view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
# 3d_mode = none
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
-# type: float
+# type: float min: 0.1 max: 1
# console_height = 1.0
# In-game chat console background color (R,G,B).
# type: float
# hud_hotbar_max_width = 1.0
+# Modifies the size of the hudbar elements.
+# type: float
+# hud_scaling = 1.0
+
# Enables caching of facedir rotated meshes.
# type: bool
# enable_mesh_cache = false
# type: bool
# inventory_items_animations = false
+# Android systems only: Tries to create inventory textures from meshes
+# when no supported render was found.
+# type: bool
+# inventory_image_hack = false
+
# Fraction of the visible distance at which fog starts to be rendered
# type: float min: 0 max: 0.99
# fog_start = 0.4
+# Makes all liquids opaque
+# type: bool
+# opaque_water = false
+
### Menus
# Use a cloud animation for the main menu background.
# type: int
# screen_dpi = 72
+# Windows systems only: Start Minetest with the command line window in the background.
+# Contains the same information as the file debug.txt (default name).
+# type: bool
+# enable_console = false
+
## Sound
# type: bool
# type: bool
# enable_damage = false
+# Enable creative mode for new created maps.
+# type: bool
+# creative_mode = false
+
# A chosen map seed for a new map, leave empty for random.
# Will be overridden when creating a new world in the main menu.
# type: string
# on the eye position of the player. This can reduce the number of blocks
# sent to the client 50-80%. The client will not longer receive most invisible
# so that the utility of noclip mode is reduced.
-server_side_occlusion_culling = true
+# type: bool
+# server_side_occlusion_culling = true
## Mapgen
# type: float
# mgflat_cave_width = 0.09
-# Terrain noise threshold for optional lakes.
+# Terrain noise threshold for lakes.
# Controls proportion of world area covered by lakes.
# Adjust towards 0.0 for a larger proportion.
# type: float
# type: float
# mgflat_lake_steepness = 48.0
-# Terrain noise threshold for optional hills.
+# Terrain noise threshold for hills.
# Controls proportion of world area covered by hills.
# Adjust towards 0.0 for a larger proportion.
# type: float
# profiler.default_report_format = txt
# The file path relative to your worldpath in which profiles will be saved to.
-#
# type: string
# profiler.report_path = ""
# Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers.
# type: int
# profiler_print_interval = 0
+