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Author SHA1 Message Date
Horizon agentandClaude Opus 5.5 56e599462a Merge main and fold in the launcher file-room move
main's native_mods now installs the mods' content (#11083): the prebuilt export writes it into
DIR/native-content as an install does, and unpack (now in native_mods/source.rs) reads the
bundle's source files. cli.rs and native_mods.rs are over 3000 lines and may not grow, so this
branch also carries the pure move of #13996 (screenshots and multiplayer to cli/media.rs,
warn_conflicts to native_mods/conflicts.rs).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 17:06:12 +01:00
Horizon agent 31cfa786d2 Merge remote-tracking branch 'origin/agent/launcher-file-room' into fix-11898 2026-11-09 17:04:34 +01:00
Horizon agentandClaude Opus 5.5 68be90d92b Launcher: move screenshots/multiplayer out of cli.rs and warn_conflicts out of native_mods.rs
A pure move into child modules (cli/media.rs, native_mods/conflicts.rs), so #11898's prebuilt
export fits under the file-size rule (docs/layers.md#file-size). Only `fn` -> `pub(super) fn`.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 16:40:51 +01:00
Horizon agent 246a39cfc2 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	launcher/src/native_mods.rs
2026-11-09 16:09:35 +01:00
Horizon agentandClaude Opus 5.5 2325ba52d4 Launcher: native-build --prebuilt-out, the registry CI's side of prebuilt builds (#11859)
`horizon-launcher native-build --prebuilt-out DIR --version <Nightly> FOLDER` builds every
.hnmod in FOLDER through the player's own pipeline (pins, hook points, left-out mods), but
needs no prepared game files and installs nothing: it writes the program, its
native-mods.json and request.txt into DIR. request.txt is the build's request
(horizon_release_sign::native_build): target, the base's commit, each mod's id, version and
file SHA-256, so the registry's workflow and the launcher name a build alike. A set with a
post-build step is refused: the step runs on the player's game files.

native_mods: pipeline takes an export folder; the .hnmod unpacking is shared with
installed_mods; build_target names the Rust target of a build.

Measured on the desktop: zoom + minimap on Nightly 6560641, release profile, -j 4: 8 min,
request key equal to the one horizon-mods' plan computes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-07 17:53:51 +01:00
389 changed files with 4133 additions and 12089 deletions

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+6 -9
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@@ -80,24 +80,21 @@ jobs:
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
rustup default stable
echo "WGPU_BACKEND=dx12" >> "$GITHUB_ENV"
# On a pull request, the next three checks compare with HEAD^1: the main that GitHub's merge commit puts the pull
# request on. pull_request.base.sha is main at the pull request's last push and falls behind, so main's own
# changes since then would count as the pull request's (#13874).
# docs/layers.md: a crate depends only on its own layer or a lower one; today's exceptions only shrink.
- name: Crates follow the layers
env:
BASE: ${{ github.event_name == 'pull_request' && 'HEAD^1' || '' }}
run: python3 tools/check_layers.py ${BASE:+--base "$BASE"}
BASE_SHA: ${{ github.event.pull_request.base.sha }}
run: python3 tools/check_layers.py ${BASE_SHA:+--base "$BASE_SHA"}
# docs/layers.md#built-in-addresses: every built-in outside address in the Horizon layer's home; the rest only shrinks.
- name: Built-in addresses stay in their home
env:
BASE: ${{ github.event_name == 'pull_request' && 'HEAD^1' || '' }}
run: python3 tools/check_addresses.py ${BASE:+--base "$BASE"}
BASE_SHA: ${{ github.event.pull_request.base.sha }}
run: python3 tools/check_addresses.py ${BASE_SHA:+--base "$BASE_SHA"}
# docs/layers.md#file-size: a Rust file over 3000 lines may not grow (pull requests; main has no base to compare).
- name: Big files don't grow
env:
BASE: ${{ github.event_name == 'pull_request' && 'HEAD^1' || '' }}
run: python3 tools/check_file_size.py ${BASE:+--base "$BASE"}
BASE_SHA: ${{ github.event.pull_request.base.sha }}
run: python3 tools/check_file_size.py ${BASE_SHA:+--base "$BASE_SHA"}
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
- name: Install Rust toolchain and the ALSA and udev headers the client links against
-3
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@@ -201,9 +201,6 @@ jobs:
- name: Verify Windows executable architecture
if: runner.os == 'Windows'
run: python ../tools/check_pe_arch.py "${{ matrix.pe_arch }}" "$BIN/${{ matrix.binary }}"
- name: Unrelated DLLs cannot intercept launcher or setup startup
if: runner.os == 'Windows'
run: python ../tools/test_launcher_dll_search.py "$BIN/${{ matrix.binary }}"
- name: The version is the release's
run: |
out=$("$BIN/${{ matrix.binary }}" --version)
+1 -1
View File
@@ -186,7 +186,7 @@ state stays separate from the library tests. This compiles gameplay twice for ex
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `mobs/cem.rs` + `mobs/cem_anim.rs` (OptiFine/EMF entity models and their animations); `horizon-client-core/src/lang.rs`; crates `horizon-assets`, `horizon-optifine`; G: `packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs` + `extras/` (each extra's glue: `mouse_tweaks.rs`, `sorting.rs`, `pvp.rs`, `reconnect.rs`), `options.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
## How `Game` is organised
Generated
+4 -7
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@@ -1528,6 +1528,7 @@ dependencies = [
"horizon-client-render",
"horizon-command",
"horizon-core",
"horizon-cosmetics",
"horizon-friends",
"horizon-hdr",
"horizon-hooks",
@@ -1586,7 +1587,6 @@ dependencies = [
"horizon-core",
"horizon-cosmetics",
"horizon-hdr",
"horizon-hooks",
"horizon-items",
"horizon-narrator",
"horizon-optifine",
@@ -1814,13 +1814,8 @@ dependencies = [
name = "horizon-platform"
version = "0.1.0"
dependencies = [
"horizon-core",
"horizon-hooks",
"horizon-prepare",
"horizon-protocol",
"horizon-server-files",
"horizon-system",
"horizon-world",
]
[[package]]
@@ -1906,9 +1901,11 @@ dependencies = [
"horizon-anticheat",
"horizon-bench",
"horizon-chat-filter",
"horizon-core",
"horizon-mcp",
"horizon-platform",
"horizon-release-sign",
"horizon-server-files",
"horizon-world",
"libc",
"p12-keystore",
"png",
+2 -2
View File
@@ -80,8 +80,8 @@ pub fn main(args: &[String]) -> Result<(), String> {
};
let author = flag(rest, "--author").ok_or(USAGE)?;
let (base, _) = registry::load(Path::new(base)).map_err(lines)?;
let (head, revoked) = registry::load(Path::new(head)).map_err(lines)?;
let review = registry::review_with_revoked(&base, &head, &revoked, author);
let (head, _) = registry::load(Path::new(head)).map_err(lines)?;
let review = registry::review(&base, &head, author);
if rest.iter().any(|a| a == "--json") {
let json = serde_json::json!({"errors": review.errors, "notes": review.notes});
println!("{json}");
+2 -21
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@@ -26,23 +26,18 @@ pub struct AnimationMetadata {
pub enum ClipMode {
/// `day_time`: frame 0 at time 0, the last at the cycle's end, then again.
DayTime { cycle: i64 },
/// `screen_time`: the ticks the open screen has been open, over the cycle, held on the last
/// frame once it has run (it doesn't loop, measured on the real mod).
ScreenTime { cycle: i64 },
/// `weather`: frame 0 in clear weather, 1 in rain, 2 in a storm (the rain and thunder levels
/// added up), at most the last.
Weather,
/// A Polytone expression: its value's fraction is how far through the animation it is.
Expression(String),
/// `game_time`, `season`: not driven; the animation runs on ticks.
/// `game_time`, `screen_time`, `season`: not driven yet; the animation runs on ticks.
Unsupported(String),
}
/// The values [`ClipMode`]s read this frame.
pub struct ModeInputs<'a> {
pub day_time: i64,
/// The ticks the open screen has been open (0 without one).
pub screen_time: i64,
/// The rain level plus the thunder level, 0 to 2.
pub weather: f32,
/// An expression's value this frame, by its source.
@@ -121,8 +116,7 @@ impl AnimationMetadata {
match mode.as_str() {
"day_time" => ClipMode::DayTime { cycle },
"weather" => ClipMode::Weather,
"screen_time" => ClipMode::ScreenTime { cycle },
"game_time" | "season" => ClipMode::Unsupported(mode),
"game_time" | "screen_time" | "season" => ClipMode::Unsupported(mode),
_ => ClipMode::Expression(mode),
}
}),
@@ -245,9 +239,6 @@ impl AnimationClip {
pub fn sample_mode(&self, inputs: &ModeInputs) -> Option<AnimationSample> {
let fraction = match self.mode.as_ref()? {
ClipMode::DayTime { cycle } => day_fraction(inputs.day_time, *cycle),
ClipMode::ScreenTime { cycle } => {
(inputs.screen_time.max(0) as f64 / *cycle as f64).min(1.0 - f64::EPSILON)
}
ClipMode::Weather => {
let last = self.sequence.len() - 1;
let index = (inputs.weather.max(0.0) as usize).min(last);
@@ -297,7 +288,6 @@ mod mode_tests {
let expression = move |_: &str| Some(value);
clip.sample_mode(&ModeInputs {
day_time,
screen_time: day_time,
weather,
expression: &expression,
})
@@ -312,13 +302,6 @@ mod mode_tests {
.map(|t| frame(&day, t, 0.0, 0.0))
.into();
assert_eq!(frames, [0, 1, 2, 3, 1]);
// 26.3-6.8.6, four frames over 200 ticks: 40 ticks open show the first, and from ten
// seconds on the last, even after 27 (it doesn't loop).
let screen = clip(r#"{"frametime": 1, "mode": "screen_time", "time_cycle_duration": 200}"#);
let frames: Vec<u32> = [0, 40, 200, 360, 540]
.map(|t| frame(&screen, t, 0.0, 0.0))
.into();
assert_eq!(frames, [0, 0, 3, 3, 3]);
let value = clip(r#"{"frametime": 1, "mode": "0.6"}"#);
assert_eq!(frame(&value, 0, 0.0, 0.6), 2);
assert_eq!(frame(&value, 0, 0.0, 2.0), 0);
@@ -338,7 +321,6 @@ mod mode_tests {
clip(r#"{"frametime": 1}"#)
.sample_mode(&ModeInputs {
day_time: 0,
screen_time: 0,
weather: 0.0,
expression: &|_| None
})
@@ -348,7 +330,6 @@ mod mode_tests {
clip(r#"{"frametime": 1, "mode": "season"}"#)
.sample_mode(&ModeInputs {
day_time: 0,
screen_time: 0,
weather: 0.0,
expression: &|_| None
})
+2
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@@ -18,6 +18,8 @@ horizon-client-core = { path = "../horizon-client-core" }
horizon-client-input = { path = "../horizon-client-input" }
horizon-client-render = { path = "../horizon-client-render" }
horizon-command = { path = "../horizon-command" }
# Emotes pose the player model (`Mob::emote`, `mobs::anim::setup`).
horizon-cosmetics = { path = "../horizon-cosmetics" }
horizon-items = { path = "../horizon-items" }
horizon-core = { path = "../horizon-core" }
# Extension points for the crates above the engine (docs/layers.md, "How a Horizon crate plugs in").
-2
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@@ -7,8 +7,6 @@ rust-version.workspace = true
description = "The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer, the HUD, menus and settings; no gameplay"
[dependencies]
# The settings stores of the crates above the engine (docs/layers.md, "Platform registries").
horizon-hooks = { path = "../horizon-hooks" }
horizon-cosmetics = { path = "../horizon-cosmetics" }
# The GUI atlas's pixels, kept compressed once uploaded (hud.rs `pack_pixels`).
lz4_flex = { version = "0.14", default-features = false, features = ["std", "safe-encode", "safe-decode", "checked-decode"] }
@@ -362,7 +362,7 @@ fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
@@ -430,7 +430,7 @@ fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
-39
View File
@@ -16,45 +16,6 @@ use crate::{
#[path = "chat_tests.rs"]
mod tests;
/// `FilterMask.applyWithFormatting` over a player message's signed content, as
/// the packet's mask `(type, bit set)`: as it is when passed through, none when
/// fully filtered, and when partly filtered each masked UTF-16 unit becomes a
/// `#` in `FILTERED_STYLE` (dark grey, hover "chat.filtered").
pub fn filtered_message(
content: &str,
(kind, bits): &(i32, Vec<i64>),
) -> Option<serde_json::Value> {
match kind {
1 => return None,
2 => {}
_ => return Some(serde_json::Value::from(content)),
}
let masked = |i: usize| {
bits.get(i / 64)
.is_some_and(|w| (*w as u64 >> (i % 64)) & 1 != 0)
};
let units: Vec<u16> = content.encode_utf16().collect();
let mut parts = Vec::new();
let mut start = 0;
while start < units.len() {
let filtered = masked(start);
let end = (start..units.len())
.find(|&i| masked(i) != filtered)
.unwrap_or(units.len());
parts.push(if filtered {
serde_json::json!({
"text": "#".repeat(end - start),
"color": "dark_gray",
"hover_event": {"action": "show_text", "value": {"translate": "chat.filtered"}},
})
} else {
serde_json::Value::from(String::from_utf16_lossy(&units[start..end]))
});
start = end;
}
Some(serde_json::json!({"text": "", "extra": parts}))
}
/// `CommandHistory.PERSISTED_COMMANDS_FILE_NAME` and its size cap.
const COMMAND_HISTORY_FILE: &str = "command_history.txt";
const MAX_PERSISTED_COMMAND_HISTORY: usize = 50;
@@ -1026,43 +1026,3 @@ fn a_compact_repeat_keeps_the_scrolled_view_still() {
says(&mut chat, "new");
assert_eq!(chat.scroll, 6);
}
/// `FilterMask.applyWithFormatting`: a pass-through mask keeps the message, a
/// fully filtered one hides it, and a partial one turns each masked UTF-16 unit
/// into a dark grey `#` whose hover reads `chat.filtered`.
#[test]
fn a_server_filter_mask_hides_or_masks_the_message() {
let text = |v: &serde_json::Value| crate::component::to_text(v, &mut |s| Text::literal(s));
let shown = |content: &str, mask: (i32, Vec<i64>)| {
filtered_message(content, &mask).map(|v| text(&v).plain())
};
assert_eq!(shown("hello", (0, vec![])), Some("hello".to_owned()));
assert_eq!(shown("hello", (1, vec![])), None);
assert_eq!(shown("hello", (2, vec![0b0110])), Some("h##lo".to_owned()));
assert_eq!(
shown("hello", (2, vec![0b1_0001])),
Some("#ell#".to_owned())
);
// An emoji is two UTF-16 units, so two bits and two `#`.
assert_eq!(
shown("a\u{1F600}b", (2, vec![0b0110])),
Some("a##b".to_owned())
);
// Bit 65 is in the second word.
let long = "x".repeat(70);
let mut expected = long.clone();
expected.replace_range(65..66, "#");
assert_eq!(shown(&long, (2, vec![0, 0b10])), Some(expected));
let masked = text(&filtered_message("hello", &(2, vec![0b0110])).unwrap());
let hash = masked.spans.iter().find(|s| s.text == "##").unwrap();
assert_eq!(hash.style.color, Some(text::DARK_GRAY));
let hover = hash.style.hover.as_ref().unwrap();
assert_eq!(hover.spans[0].text, "chat.filtered");
assert!(
masked
.spans
.iter()
.filter(|s| s.text != "##")
.all(|s| s.style.color.is_none())
);
}
@@ -43,11 +43,6 @@ pub fn enter_native_mod(call: NativeModCall) -> NativeModGuard {
}
}
/// The native mod call this thread is currently inside, if any.
pub fn current_native_mod() -> Option<NativeModCall> {
IN_NATIVE_MOD.with(Cell::get)
}
/// Puts back the call that `enter_native_mod` found.
#[must_use]
pub struct NativeModGuard {
@@ -305,9 +305,6 @@ pub(crate) struct Colormap {
/// (`temperature`, `downfall`, `biome_id`) blend: Polytone 6.8.6's water by `biome_id`
/// fades over a biome edge.
pub(crate) biome_blend: bool,
/// Its axes read nothing that changes up a column of one biome (no `o.y`): a section of
/// one biome can sample it once per column.
pub(crate) column: bool,
width: u32,
height: u32,
rgba: Vec<u8>,
@@ -326,18 +323,6 @@ enum Axis {
}
impl Axis {
/// Whether the axis reads only what stays the same up a column of one biome.
fn column(&self) -> bool {
use horizon_polytone::expr::Root;
let flat = |root: Root, name: &str| match root {
Root::Object => matches!(name, "x" | "z" | "biome" | "temperature" | "downfall"),
Root::Random => name == "noise",
_ => false,
};
match self {
Self::Expr(program) | Self::BiomeId(_, program) => program.reads_only(&flat),
}
}
fn value(&self, host: &mut dyn horizon_polytone::expr::Host) -> Option<f64> {
match self {
Self::Expr(program) => Some(program.eval(host).ok()?.num()),
@@ -388,23 +373,6 @@ fn biome_id_mapper(pack_root: &Path, json: &Json) -> HashMap<String, f64> {
}
impl Colormap {
/// One colour wherever it samples (a `biome_colors` flat colour, RGB).
pub(crate) fn flat(rgb: u32) -> Self {
let zero = || Axis::Expr(horizon_polytone::expr::Program::compile("0").expect("a number"));
let [_, r, g, b] = rgb.to_be_bytes();
Self {
x: zero(),
y: zero(),
triangular: false,
rounds: true,
biome_blend: false,
column: true,
width: 1,
height: 1,
rgba: vec![r, g, b, 255],
}
}
/// `assets/<namespace>/polytone/colormaps/<path>.png` and its optional `.json` (without
/// one, the axes are the biome's temperature and downfall).
pub(crate) fn load(pack_root: &Path, id: &str) -> Option<Self> {
@@ -456,11 +424,9 @@ impl Colormap {
axis("x_axis", "o.temperature")?,
axis("y_axis", "o.downfall")?,
);
let column = [&x, &y].iter().all(|axis| axis.column());
Some(Self {
x,
y,
column,
biome_blend: json["biome_blend"].as_bool().unwrap_or(by_biome),
triangular: json["triangular"].as_bool() == Some(true),
rounds: json["rounds"].as_bool() != Some(false),
+3 -6
View File
@@ -482,16 +482,13 @@ impl Extras {
true
}
/// Written only once something differs from the defaults, so a vanilla
/// setup gains no file. The settings stores of this file follow these lines
/// (`horizon_hooks::settings`).
/// setup gains no file.
pub fn save(&self, dir: &Path) {
let path = dir.join(FILE);
let mut text = self.serialize();
let stores_default = horizon_hooks::settings::engine::append(FILE, &mut text);
if *self == Self::default() && stores_default && !path.exists() {
if *self == Self::default() && !path.exists() {
return;
}
let _ = fs::write(path, text);
let _ = fs::write(path, self.serialize());
}
}
+31 -28
View File
@@ -179,7 +179,7 @@ fn packed_wanted() -> bool {
std::env::var("HORIZON_PACKED_QUADS").as_deref() != Ok("0")
}
pub(crate) mod animate;
mod animate;
mod arena;
pub mod capture;
pub mod compositor;
@@ -1001,8 +1001,8 @@ pub struct Frame<'a> {
pub outline_after_terrain: bool,
/// `BlockOutlineRenderState.highContrast`: a thick black outline under a bright one.
pub outline_high_contrast: bool,
/// The outline, hurt overlay and glint colours a crate above set (`horizon_hooks::look`).
pub look: horizon_hooks::look::Frame,
/// The PvP & HUD page's outline and hit colour (`pvp::Frame`; default: vanilla's).
pub pvp: crate::pvp::Frame,
/// `lines` with a colour and pixel width (`gizmos::camera_relative`):
/// the fishing line and debug gizmos, depth tested, then gizmos drawn
/// over everything.
@@ -1530,8 +1530,6 @@ pub struct Renderer {
output_caps: output::OutputCapabilities,
/// An output that failed to apply, not tried again until something it needs changes.
output_rejected: Option<output_apply::Rejected>,
/// Since when Auto keeps HDR on through the display's loss of its report.
auto_off_since: Option<std::time::Instant>,
/// The output applied (`update_output`), with the frame every pipeline that draws it
/// targets: the swapchain's 8-bit format, or `Rgba16Unorm` when the renderer was made with
/// HDR output on and Smooth Gradients and the device draws and blends into it, or
@@ -4249,13 +4247,16 @@ impl Renderer {
CRUMBLING_BLEND,
false,
);
// RenderPipelines.ENTITY_SHADOW: translucent, back-face culled, depth test without writes.
// The quads lie exactly on the block tops like vanilla's, facing +Y so looking up from
// below culls them, but terrain and shadows are separate draw paths, so their fp32 depth
// interpolations disagree by a few dozen ulps of the fragment depth and the shadow's rim
// z-fights with the block top (speckle that re-rolls as the camera drifts a subpixel). A
// constant bias of 128 ulps covers that spread at any resolution while staying far below
// the 0.001 a model's feet sit higher, so shadows never bleed onto the feet.
// RenderPipelines.ENTITY_SHADOW: translucent, back-face culled, depth
// test without writes. The quads lie exactly on the block tops like
// vanilla's, facing +Y so looking up from below culls them, but
// terrain and shadows are separate draw paths, so their fp32 depth
// interpolations disagree by a few dozen ulps of the fragment depth
// and the shadow's rim z-fights with the block top (speckle that
// re-rolls as the camera drifts a subpixel). A constant bias of 128
// ulps covers that spread at any resolution while staying far below
// the 0.001 a model's feet sit higher, so shadows never bleed onto
// the feet.
let shadow_blob_pipeline = entity_pipeline_with(
"Entity shadows",
Some(wgpu::Face::Back),
@@ -5354,7 +5355,6 @@ impl Renderer {
emission_stats,
output_caps,
output_rejected: None,
auto_off_since: None,
// Nothing is presented as HDR yet: `update_output` applies the settings.
output: output::resolve_output(settings, output_caps, display, frame, false),
frame_kept_logged: false,
@@ -7094,6 +7094,11 @@ impl Renderer {
horizon_hdr::set_metadata(&self.device, surface, hdr.declared_peak(), hdr.black);
}
}
/// The swapchain's configuration: `config` (what every pipeline draws in), or
/// HDR10 or scRGB while HDR output is on.
fn surface_config(&self) -> wgpu::SurfaceConfiguration {
output_apply::surface_config(&self.config, self.hdr.as_ref().map(|hdr| hdr.output))
}
/// This renderer's output as applied, with what its destination offers and reports.
pub fn output(&self) -> &output::EffectiveOutput {
&self.output
@@ -7149,7 +7154,7 @@ impl Renderer {
settings,
request,
self.caps_for(settings),
output_apply::graced(self.auto_off_since, self.reading, &self.output),
self.reading,
self.config.format,
)
}
@@ -8349,12 +8354,8 @@ impl Renderer {
t.begin(&self.device, &self.queue);
}
if self.animated_textures {
self.hud.animate(
&mut self.uploads,
&mut encoder,
frame.ticks,
&self.animations,
);
self.hud
.animate_sprites(&mut self.uploads, &mut encoder, frame.ticks);
}
self.update_lightmap(
&mut encoder,
@@ -8506,9 +8507,9 @@ impl Renderer {
colored_count: [
frame.colored_lights.len().min(crate::dynamic_light::MAX) as u32,
// PvP & HUD's hit colour: entity.wgsl's hurt texel, 0 for vanilla's.
frame.look.hurt_texel,
frame.pvp.hurt_texel,
// PvP & HUD's glint colour: entity.wgsl's `tinted_glint`, 0 for vanilla's.
frame.look.glint,
frame.pvp.glint,
0,
],
emissive_layers: {
@@ -9292,11 +9293,13 @@ impl Renderer {
}
// Near water and distant water share one back-to-front draw order.
if self.translucent_draws.len() > section_translucent {
// Distant water goes after the near chunks', and replaced tiles' after all: each is a
// hair behind the one before, so depth leaves it only where that one has none. Back to
// front together, a far tile's water under a near chunk's (one fading in, or brought
// into view by a longer render distance) blended twice and looked opaque. The cost: far
// water just behind near water shows no surface of its own there.
// Distant water goes after the near chunks', and replaced tiles'
// after all: each is a hair behind the one before, so depth leaves
// it only where that one has none. Back to front together, a far
// tile's water under a near chunk's (one fading in, or brought
// into view by a longer render distance) blended twice and looked
// opaque. The cost: far water just behind near water shows no
// surface of its own there.
let tier = |instance: usize| match instance.checked_sub(visible.len()) {
None => 0,
Some(tile) if visible_lods[tile].old => 2,
@@ -9495,7 +9498,7 @@ impl Renderer {
}
};
// A custom outline (PvP & HUD) takes the bright stroke's colour, scales both widths.
let (custom, scale) = frame.look.outline.map_or((None, 1.0), |o| (Some(o.0), o.1));
let (custom, scale) = frame.pvp.outline.map_or((None, 1.0), |(c, s)| (Some(c), s));
if frame.outline_high_contrast {
stroke(0xff00_0000, 7.0 * scale, lines);
stroke(custom.unwrap_or(0xff57_ffe1), width * scale, lines);
@@ -64,7 +64,7 @@ enum Writer {
},
}
pub(crate) struct SpriteAnimator {
pub(super) struct SpriteAnimator {
sprites: Vec<Sprite>,
groups: Vec<Group>,
writer: Writer,
@@ -86,9 +86,6 @@ struct AnimationModes {
day_time: i64,
weather: f32,
values: std::collections::HashMap<String, f64>,
/// The open screen (an identity the game picks) and the ticks it has been open.
screen: Option<u64>,
screen_time: i64,
}
impl AnimationModes {
@@ -119,15 +116,8 @@ impl super::Renderer {
day_time: i64,
[rain, thunder]: [f32; 2],
frame: Option<&crate::environment::Frame>,
screen: Option<u64>,
) {
let modes = &mut self.animations.modes;
// `screen_time`: a tick more while the same screen stays open, from 0 on a new one.
modes.screen_time = match (screen, modes.screen) {
(Some(open), Some(was)) if open == was => modes.screen_time + 1,
_ => 0,
};
modes.screen = screen;
modes.day_time = day_time;
modes.weather = rain + thunder;
modes.values.clear();
@@ -143,16 +133,6 @@ impl super::Renderer {
}
impl SpriteAnimator {
/// What the modes read this frame, for the GUI atlas's sprites (their expressions aren't
/// compiled: those run on ticks).
pub(crate) fn mode_inputs(&self) -> horizon_assets::animation::ModeInputs<'static> {
horizon_assets::animation::ModeInputs {
day_time: self.modes.day_time,
screen_time: self.modes.screen_time,
weather: self.modes.weather,
expression: &|_| None,
}
}
/// `textures` are the sprite arrays, `split` layers each, `size` pixels
/// wide; `animations` hold their frames at that size. `compute`: whether
/// the device says it runs compute shaders writing storage textures.
@@ -381,7 +361,6 @@ impl SpriteAnimator {
let expression = |source: &str| values.get(source).copied();
let inputs = horizon_assets::animation::ModeInputs {
day_time: self.modes.day_time,
screen_time: self.modes.screen_time,
weather: self.modes.weather,
expression: &expression,
};
@@ -524,7 +524,7 @@ impl Scene {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
+3 -49
View File
@@ -185,7 +185,7 @@ pub struct Hdr {
/// The display's black level, in nits: shadows are lifted onto it (`hdr.wgsl`).
pub black: f32,
pub tiers: [Tier; 4],
/// The HUD and menus' brightness, as a share of paper white: above 1 brighter than it.
/// The HUD and menus' brightness, as a share of paper white (0.25..=1).
pub ui: f32,
/// Which pixels of a light source shine (`Masks`).
pub masks: Masks,
@@ -956,7 +956,7 @@ impl Hdr {
f32::from(u8::from(pq)),
]);
params[5] = self.black.clamp(0.0, paper);
params[6] = self.ui;
params[6] = self.ui.clamp(0.25, 1.0);
params[7] = if self.lighting {
scene_gain(self.peak, self.paper_white)
} else {
@@ -1906,11 +1906,9 @@ struct ReferenceParams { peak: f32, scene: f32, world: f32, debug: f32, share: v
// Covered: the HUD as drawn, at UI Brightness.
(2.0, 0.3, 1.0, 1.0, 0.3),
(2.0, 0.3, 1.0, 0.5, 0.3 * 0.5f32.powf(1.0 / 2.2)),
// UI Brightness above paper white: brighter than drawn.
(2.0, 0.3, 1.0, 2.0, 0.3 * 2f32.powf(1.0 / 2.2)),
// Added over the world (the text highlight), which it doesn't hide.
(0.6, 0.8, 0.0, 1.0, 0.8),
// At or below white, at paper white: the HUD's picture as drawn.
// At or below white, at 100%: the HUD's picture as drawn.
(0.7, 0.45, 0.5, 1.0, 0.45),
] {
hdr.ui = ui;
@@ -1930,50 +1928,6 @@ struct ReferenceParams { peak: f32, scene: f32, world: f32, debug: f32, share: v
}
}
/// On the frame without the HUD's layer, the HUD at UI Brightness reaches its nits, and
/// above the peak stops there, as on the layered frame.
#[test]
fn the_hud_at_ui_brightness_stops_at_the_peak() {
let Some((device, queue)) = gpu() else {
return;
};
let mut hdr = Hdr::with_debug(&device, &queue, F::Rgba8Unorm, Output::ScRgb, false, None);
(hdr.paper_white, hdr.peak) = (200.0, 300.0);
let target = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Output::ScRgb.format(),
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
// UI Brightness (a share of paper white) and the white HUD's nits.
for (ui, want) in [(0.5, 100.0), (1.25, 250.0), (2.0, 300.0)] {
hdr.ui = ui;
let frame = hdr.frame(&device, [1, 1]);
let mut encoder = device.create_command_encoder(&Default::default());
fill(&mut encoder, &frame, [0.2, 0.2, 0.2, 1.0]);
hdr.keep_world(&mut encoder, None);
// Opaque white HUD over the world: alpha 1 is full coverage.
fill(&mut encoder, &frame, [1.0; 4]);
hdr.begin(&queue, true);
hdr.present(&queue, &mut encoder, &target, true, None);
let got = texel(&device, &queue, encoder, &target);
for c in &got[..3] {
assert!(
(c * 80.0 - want).abs() < 0.5,
"UI {ui}: {got:?}, not {want} nits"
);
}
}
}
#[test]
fn the_menu_blur_keeps_the_light_it_blurs() {
let Some((device, queue)) = gpu() else {
+2 -36
View File
@@ -142,7 +142,7 @@ pub struct EffectiveOutput {
/// Paper white, peak and black level in nits, as HDR output's last pass and its
/// metadata take them, while it is on.
pub(crate) nits: [f32; 3],
/// The HUD and menus' brightness, as a share of paper white: their nits over its.
/// The HUD and menus' brightness, as a share of paper white.
pub(crate) ui_brightness: f32,
}
impl Default for EffectiveOutput {
@@ -271,8 +271,7 @@ pub(crate) fn resolve_output(
settings.peak_nits(reading.luminance) as f32,
settings.black_level_nits(),
],
ui_brightness: settings.ui_nits(reading.luminance) as f32
/ settings.paper_white_nits(reading.luminance) as f32,
ui_brightness: settings.hdr_ui_brightness as f32 / 100.0,
}
}
@@ -567,39 +566,6 @@ pub(crate) mod tests {
);
}
/// UI Brightness reaches HDR output as its nits over paper white's: 1 on Auto, whatever
/// paper white is; a value set by hand holds its nits, Paper White on Auto or set by hand.
#[test]
fn ui_brightness_is_its_nits_over_paper_whites() {
let (caps, reading) = window(Some(Output::Pq), Some(true));
let share = |paper_white, ui_nits, reading| {
let settings = Graphics {
hdr: HdrMode::On,
hdr_paper_white: paper_white,
hdr_ui_nits: ui_nits,
..Graphics::default()
};
let frame = resolve_frame(
&settings,
FrameRequest::default(),
caps,
reading,
Bgra8Unorm,
);
resolve_output(&settings, caps, reading, frame, true).ui_brightness
};
// Auto: the report's 400 nits, 203 without one, or the player's 250.
let unreported = DisplayReading::default();
for (paper_white, reading) in [(0, reading), (0, unreported), (250, reading)] {
assert_eq!(share(paper_white, 0, reading), 1.0);
}
assert_eq!(share(0, 100, reading), 0.25);
assert_eq!(share(0, 480, reading), 1.2);
assert_eq!(share(0, 406, unreported), 2.0);
assert_eq!(share(250, 100, reading), 0.4);
assert_eq!(share(250, 480, reading), 1.92);
}
/// Two renderers' states, a window's and an offscreen one's, made and changed in turn:
/// neither's offer or report shows in the other's snapshot, and the offscreen one
/// stopping its watch (HDR Off) leaves the window's report alone.
@@ -3,12 +3,9 @@
//! changes only values (the luminance, the UI brightness, what the display reports) updates
//! them in place. Another encoding or frame is built and the swapchain configured for it before
//! the snapshot says so. One that fails is never published as active, and is not tried again
//! until the request, the capabilities or the surface change. Auto keeps HDR on through a
//! moment's loss of the display's report ([`auto_grace`]).
//! until the request, the capabilities or the surface change.
use super::{DisplayReading, DisplayWatch, Renderer, hdr, output};
use crate::graphics::HdrMode;
use output::{EffectiveOutput, OutputCapabilities};
use std::time::{Duration, Instant};
/// What an output's resources are made for: the encoding presented and the frame.
type Key = (Option<hdr::Output>, output::FrameConfiguration);
@@ -104,98 +101,6 @@ pub(super) fn surface_config(
config
}
/// How long Auto keeps HDR on once the display stops reporting it. A fixed window that
/// coalesces the report's churn as a display wakes or the window moves to another one; not a
/// measured sleep/wake time.
const AUTO_OFF_DELAY: Duration = Duration::from_millis(500);
/// The display's report `update_output` resolves Auto with at `now`. While Auto presents HDR
/// and the surface still offers that encoding, a report that turns false or unknown starts
/// the timer `since`, once, and HDR stays on at the values last applied until it has held
/// for [`AUTO_OFF_DELAY`]; a positive report before then clears it. Off and On, a changed
/// offer, and entering HDR take `raw` at once.
fn auto_grace(
now: Instant,
mode: HdrMode,
offered: Option<hdr::Output>,
raw: DisplayReading,
applied: &EffectiveOutput,
since: &mut Option<Instant>,
) -> DisplayReading {
let lost = mode == HdrMode::Auto
&& applied.encoding.is_some()
&& offered == applied.encoding
&& raw.hdr != Some(true);
if !lost {
if since.take().is_some() && raw.hdr == Some(true) {
log::info!("Horizon renderer: the display reports HDR again; HDR stays on");
}
} else if since.is_none() {
log::info!(
"Horizon renderer: the display stopped reporting HDR; Auto keeps it on for {} ms",
AUTO_OFF_DELAY.as_millis()
);
*since = Some(now);
} else if grace_over(*since, now) {
*since = None;
}
graced(*since, raw, applied)
}
fn grace_over(since: Option<Instant>, now: Instant) -> bool {
since.is_some_and(|since| now.saturating_duration_since(since) >= AUTO_OFF_DELAY)
}
/// What the display reports as the output takes it: during Auto's grace (`since`), HDR at the
/// luminance `applied` was resolved with; `raw` otherwise.
pub(super) fn graced(
since: Option<Instant>,
raw: DisplayReading,
applied: &EffectiveOutput,
) -> DisplayReading {
match since {
Some(_) => DisplayReading {
luminance: applied.reported,
hdr: Some(true),
},
None => raw,
}
}
/// Whether the output resolves again at `now`: a due poll (`read`, with the surface's
/// `offer`; on Wayland, an event) changed `reading` or `caps`, or Auto's grace `since` is
/// over. Its end reads the display once more first, however long until the next poll, unless
/// a read since the deadline did (the last read is a `DISPLAY_POLL` before the next).
fn poll_display(
watch: Option<&mut DisplayWatch>,
reading: &mut DisplayReading,
caps: &mut OutputCapabilities,
since: Option<Instant>,
now: Instant,
read: impl FnOnce() -> DisplayReading,
offer: impl FnOnce() -> Option<Option<hdr::Output>>,
) -> bool {
let over = grace_over(since, now);
let Some(watch) = watch else {
return over;
};
if let (Some(since), Some(next)) = (since.filter(|_| over), &mut watch.polled)
&& *next < since + AUTO_OFF_DELAY + super::DISPLAY_POLL
{
*next = now;
}
let Some(read) = watch.poll(*reading, now, read) else {
return over;
};
observe(reading, caps, read, offer()) || over
}
/// What `surface` offers now (`None` offscreen): Vulkan's offered formats can change with
/// desktop HDR or the window's output, and a display can offer the other encoding.
fn offer(surface: Option<&wgpu::Surface>, adapter: &wgpu::Adapter) -> Option<Option<hdr::Output>> {
Some(hdr::output(&surface?.get_capabilities(adapter)))
}
/// Takes what a due poll read into `reading` and `caps`: the display's report `now`, and what
/// the surface offers (`offer`, `None` without a surface). Whether either changed, the offer
/// alone included.
@@ -314,26 +219,12 @@ impl Renderer {
settings: &crate::graphics::Graphics,
marker: &std::path::Path,
) {
let now = Instant::now();
self.watch_hdr(settings.hdr);
// Auto's grace ends on a fresh read, also where a settings change comes before the
// frame's `display_changed`.
if grace_over(self.auto_off_since, now) {
self.read_display(now);
}
self.hold_hdr_back(settings);
let reading = auto_grace(
now,
settings.hdr,
self.output_caps.hdr,
self.reading,
&self.output,
&mut self.auto_off_since,
);
let candidate = output::resolve_output(
settings,
self.output_caps,
reading,
self.reading,
self.output.frame,
self.surface.is_some() || self.offscreen.is_some(),
);
@@ -378,24 +269,24 @@ impl Renderer {
let (watch, now) =
DisplayWatch::new(&self.window, self.surface.as_deref(), &self.adapter);
self.display = Some(watch);
let offer = offer(self.surface.as_deref(), &self.adapter);
self.output_caps.hdr = offer.unwrap_or(self.output_caps.hdr);
self.output_caps.hdr = self.surface_offer().unwrap_or(self.output_caps.hdr);
self.reading = now;
self.display_fresh = true;
}
}
/// The swapchain's configuration: `config` (what every pipeline draws in), or
/// HDR10 or scRGB while HDR output is on.
pub(super) fn surface_config(&self) -> wgpu::SurfaceConfiguration {
surface_config(&self.config, self.hdr.as_ref().map(|hdr| hdr.output))
/// What the window's surface offers now (`None` offscreen): Vulkan's offered formats can
/// change with desktop HDR or the window's output, and a display can offer the other
/// encoding.
fn surface_offer(&self) -> Option<Option<hdr::Output>> {
let surface = self.surface.as_ref()?;
Some(hdr::output(&surface.get_capabilities(&self.adapter)))
}
/// After a new window surface: what it offers, and an output that failed on the old one
/// may be tried again. The settings apply again.
pub(super) fn surface_recreated(&mut self) {
let offer = offer(self.surface.as_deref(), &self.adapter);
self.output_caps.hdr = offer.unwrap_or(self.output_caps.hdr);
self.output_caps.hdr = self.surface_offer().unwrap_or(self.output_caps.hdr);
self.display_fresh = true;
self.output_rejected = None;
}
@@ -404,28 +295,22 @@ impl Renderer {
/// (another output, the player recalibrating the desktop, desktop HDR offering the other
/// encoding): the settings' Auto values and the output follow it then, so apply them
/// again. Each due poll reads the surface's capabilities as well, even when the display
/// reports the same. So does the end of Auto's grace (`auto_grace`), with or without a
/// poll or an event then.
/// reports the same.
pub fn display_changed(&mut self) -> bool {
super::flush_display_log();
if std::mem::take(&mut self.display_fresh) {
return true;
}
self.read_display(Instant::now())
}
/// The display read where a poll is due or Auto's grace is over (`poll_display`).
fn read_display(&mut self, now: Instant) -> bool {
let Some(watch) = self.display.as_mut() else {
return false;
};
let (surface, adapter) = (self.surface.as_deref(), &self.adapter);
poll_display(
self.display.as_mut(),
&mut self.reading,
&mut self.output_caps,
self.auto_off_since,
now,
|| DisplayReading::read(surface, adapter),
|| offer(surface, adapter),
)
let read = || DisplayReading::read(surface, adapter);
let Some(now) = watch.poll(self.reading, std::time::Instant::now(), read) else {
return false;
};
let offer = self.surface_offer();
observe(&mut self.reading, &mut self.output_caps, now, offer)
}
}
@@ -550,8 +435,7 @@ mod tests {
paper_white: 250,
peak: 600,
});
// 150 nits under the reported paper white of 250: 0.6 of it.
settings.hdr_ui_nits = 150;
settings.hdr_ui_brightness = 60;
let mut swapchain = Swapchain::default();
let next = candidate(&settings, caps, reading, &applied);
let published = commit(&mut swapchain, &applied, next, caps, &mut None);
@@ -645,298 +529,4 @@ mod tests {
commit(&mut swapchain, &pq, next, caps, &mut rejected);
assert_eq!(swapchain.asked.len(), 4);
}
/// A window in Auto presenting HDR10 at 400/1000 nits on the layered frame, followed on
/// fake time as the game follows a renderer each frame: `display_changed`, then
/// `update_output` where it says so.
struct Auto {
settings: Graphics,
start: Instant,
watch: DisplayWatch,
reading: DisplayReading,
caps: OutputCapabilities,
applied: EffectiveOutput,
since: Option<Instant>,
swapchain: Swapchain,
/// What the system reports when it is read, and when (ms) it was.
report: DisplayReading,
reads: Vec<u64>,
}
impl Auto {
/// `polled`: the system is read every `DISPLAY_POLL` from 0, else it sends events
/// (`event`), as on Wayland.
fn new(polled: bool) -> Self {
let settings = Graphics {
hdr: HdrMode::Auto,
..Graphics::default()
};
let (caps, reading) = window(Some(Pq), Some(true));
let applied = snapshot(&settings, NO_PACK, caps, reading);
assert!(applied.encoding == Some(Pq) && applied.frame.hud_layer);
let start = Instant::now();
Self {
settings,
start,
watch: DisplayWatch {
#[cfg(target_os = "linux")]
wayland: None,
polled: polled.then_some(start),
},
reading,
caps,
applied,
since: None,
swapchain: Swapchain::default(),
report: reading,
reads: Vec::new(),
}
}
/// A frame at `ms`.
fn frame(&mut self, ms: u64) {
if self.read_display(ms) {
self.update(ms);
}
}
/// `Renderer::read_display` at `ms`.
fn read_display(&mut self, ms: u64) -> bool {
let now = self.start + Duration::from_millis(ms);
let (report, offer, reads) = (self.report, Some(self.caps.hdr), &mut self.reads);
let read = || {
reads.push(ms);
report
};
let (reading, caps) = (&mut self.reading, &mut self.caps);
poll_display(
Some(&mut self.watch),
reading,
caps,
self.since,
now,
read,
|| offer,
)
}
/// Frames from `from` to `to` ms, every 10 ms.
fn frames(&mut self, from: u64, to: u64) {
for ms in (from..=to).step_by(10) {
self.frame(ms);
}
}
/// What the system reports from `ms` on: HDR `hdr`, with no luminance unless it is
/// HDR, at 300/800 nits then.
fn reports(&mut self, hdr: Option<bool>, offer: Option<hdr::Output>) {
self.report = DisplayReading {
luminance: (hdr == Some(true)).then_some(Reported {
paper_white: 300,
peak: 800,
}),
hdr,
};
self.caps.hdr = offer;
}
/// The system's event at `ms`, with what it now `reports`.
fn event(&mut self, ms: u64, hdr: Option<bool>, offer: Option<hdr::Output>) {
self.reports(hdr, offer);
self.reading = self.report;
self.update(ms);
}
/// `update_output` at `ms`, in its order.
fn update(&mut self, ms: u64) {
let now = self.start + Duration::from_millis(ms);
if grace_over(self.since, now) {
self.read_display(ms);
}
let applied = &self.applied;
let reading = auto_grace(
now,
self.settings.hdr,
self.caps.hdr,
self.reading,
applied,
&mut self.since,
);
let next = candidate(&self.settings, self.caps, reading, applied);
self.applied = commit(&mut self.swapchain, applied, next, self.caps, &mut None);
// While HDR stays on, the frame the game asks for (`Renderer::requested_frame`) is
// this one: no new renderer.
let reading = graced(self.since, self.reading, &self.applied);
let frame = output::resolve_frame(
&self.settings,
NO_PACK,
self.caps,
reading,
wgpu::TextureFormat::Bgra8UnormSrgb,
);
assert_eq!(
frame == self.applied.frame,
self.applied.hdr_on(),
"{ms} ms"
);
}
fn presented(&self) -> Vec<Option<hdr::Output>> {
self.swapchain.asked.iter().map(|a| a.0).collect()
}
}
/// The display's report flickers off and back, false or unknown: HDR stays on, nothing
/// is presented again, and the shader `Frame`, what the settings show as active and the
/// nits stay as they were applied, even while the report says nothing of them.
#[test]
fn a_report_that_flickers_off_and_back_swaps_nothing() {
for lost in [Some(false), None] {
let mut auto = Auto::new(false);
let before = auto.applied;
auto.event(0, Some(true), Some(Pq));
auto.frames(0, 90);
let fresh = auto.applied;
assert_eq!(fresh.nits, [300.0, 800.0, 0.0], "a positive report applies");
auto.event(100, lost, Some(Pq));
auto.frames(100, 390);
assert_eq!(auto.applied, fresh, "{lost:?}");
assert!(auto.applied.requests_hdr(HdrMode::Auto) && auto.applied.display().hdr);
auto.event(400, Some(true), Some(Pq));
auto.frames(400, 1500);
assert_eq!((auto.applied, auto.since), (fresh, None), "{lost:?}");
assert!(auto.presented().is_empty(), "{lost:?}");
assert_eq!(auto.applied.frame, before.frame);
}
}
/// A loss held through 600 ms turns HDR off once, at 500 ms, and on an event-driven
/// display with no event then. The same loss reported again doesn't restart the timer.
#[test]
fn a_loss_held_turns_hdr_off_once_at_the_deadline() {
for lost in [Some(false), None] {
let mut auto = Auto::new(false);
auto.event(0, lost, Some(Pq));
auto.frames(0, 190);
auto.event(200, lost, Some(Pq));
auto.frames(200, 490);
assert_eq!(auto.applied.encoding, Some(Pq), "{lost:?}");
auto.frame(500);
assert_eq!(auto.applied.encoding, None, "{lost:?}");
auto.frames(500, 3000);
assert_eq!(auto.presented(), [None], "{lost:?}");
assert_eq!(auto.since, None);
}
}
/// Where the system is polled, a false read by the poll that starts the timer is read
/// again at the deadline, not two seconds after, before it counts: the display came back
/// meanwhile, so HDR stays; where it didn't, HDR turns off then. The two-second cadence
/// stays otherwise.
#[test]
fn a_polled_false_is_read_again_at_the_deadline() {
for back in [true, false] {
let mut auto = Auto::new(true);
auto.frames(0, 1990);
auto.reports(Some(false), Some(Pq));
auto.frame(2000);
assert_eq!(
(auto.applied.encoding, auto.since.is_some()),
(Some(Pq), true)
);
if back {
auto.reports(Some(true), Some(Pq));
}
auto.frames(2010, 2490);
assert_eq!(auto.applied.encoding, Some(Pq), "never before the deadline");
auto.frames(2500, 4990);
assert_eq!(auto.reads, [0, 2000, 2500, 4500], "back {back}");
let after = if back { vec![] } else { vec![None] };
assert_eq!(auto.presented(), after, "back {back}");
}
}
/// A settings change at the deadline, before the frame's poll (a slider, F11), reads the
/// display before the grace ends, and the frame after reads it no more: the display came
/// back meanwhile, so HDR stays; where it didn't, HDR turns off then, once.
#[test]
fn a_settings_change_at_the_deadline_reads_the_display_first() {
for back in [true, false] {
let mut auto = Auto::new(true);
auto.frames(0, 1990);
auto.reports(Some(false), Some(Pq));
auto.frame(2000);
if back {
auto.reports(Some(true), Some(Pq));
}
auto.frames(2010, 2490);
auto.update(2500);
assert_eq!(auto.applied.hdr_on(), back, "back {back}");
auto.frames(2500, 4990);
assert_eq!(auto.reads, [0, 2000, 2500, 4500], "back {back}");
let after = if back { vec![] } else { vec![None] };
assert_eq!(auto.presented(), after, "back {back}");
}
}
/// A positive report clears the timer: a later loss has its own 500 ms.
#[test]
fn a_positive_report_clears_the_timer() {
let mut auto = Auto::new(false);
auto.event(100, Some(false), Some(Pq));
auto.event(300, Some(true), Some(Pq));
auto.event(700, Some(false), Some(Pq));
auto.frames(700, 1190);
assert_eq!(auto.applied.encoding, Some(Pq));
auto.frame(1200);
assert_eq!(auto.presented(), [None]);
}
/// Off acts at once, and On or Off clear the timer: Auto again starts it anew.
#[test]
fn off_and_on_take_no_grace() {
let mut auto = Auto::new(false);
auto.event(100, Some(false), Some(Pq));
auto.settings.hdr = HdrMode::Off;
auto.update(200);
assert_eq!((auto.presented(), auto.since), (vec![None], None));
let mut auto = Auto::new(false);
auto.event(100, Some(false), Some(Pq));
auto.settings.hdr = HdrMode::On;
auto.update(200);
assert_eq!((auto.applied.encoding, auto.since), (Some(Pq), None));
auto.settings.hdr = HdrMode::Auto;
auto.update(300);
auto.frames(300, 790);
assert_eq!(auto.applied.encoding, Some(Pq));
auto.frame(800);
assert_eq!(auto.presented(), [None]);
}
/// The surface no longer offering the encoding presented ends the grace at once: SDR
/// without a report, the other encoding with one.
#[test]
fn an_encoding_no_longer_offered_is_not_kept() {
for offer in [None, Some(ScRgb)] {
let mut auto = Auto::new(false);
auto.event(100, Some(false), Some(Pq));
auto.event(200, Some(false), offer);
assert_eq!((auto.presented(), auto.since), (vec![None], None));
let mut auto = Auto::new(false);
auto.event(100, None, offer);
assert_eq!(auto.presented(), [None], "{offer:?}");
}
let mut auto = Auto::new(false);
auto.event(100, Some(false), Some(Pq));
auto.event(200, Some(true), Some(ScRgb));
assert_eq!(auto.presented(), [Some(ScRgb)]);
}
/// Two windows' timers run apart.
#[test]
fn two_renderers_keep_their_own_timer() {
let (mut a, mut b) = (Auto::new(false), Auto::new(false));
b.start = a.start;
a.event(100, Some(false), Some(Pq));
b.event(300, Some(false), Some(Pq));
a.event(400, Some(true), Some(Pq));
for ms in (300..=900).step_by(10) {
a.frame(ms);
b.frame(ms);
assert_eq!(b.applied.hdr_on(), ms < 800, "{ms} ms");
}
assert_eq!((a.presented(), b.presented()), (vec![], vec![None]));
}
}
@@ -55,10 +55,6 @@ mod sky_disc_blend_tests;
#[cfg(test)]
mod undrawn_terrain_tests;
mod image_formats;
use image_formats::{image_format, storage_formats_of};
#[cfg(test)]
mod full_outputs_tests;
#[cfg(test)]
mod shadow_faces_tests;
@@ -1830,6 +1826,98 @@ fn bindings(
Some((entries, samplers, slots, reads, shadow_reads, images))
}
/// Makes each storage image of `module` in group 0 declare the format its layout entry binds:
/// a `layout(r11f_g11f_b10f)` image whose texture is the `RGBA16F` stand-in (`bindings`).
fn storage_formats_of(module: &mut naga::Module, entries: &[wgpu::BindGroupLayoutEntry]) {
let globals: Vec<_> = module.global_variables.iter().map(|(h, _)| h).collect();
for handle in globals {
let var = &module.global_variables[handle];
let Some(naga::ResourceBinding { group: 0, binding }) = var.binding else {
continue;
};
let naga::TypeInner::Image {
dim,
arrayed,
class: naga::ImageClass::Storage { format, access },
} = module.types[var.ty].inner
else {
continue;
};
let bound = entries.iter().find_map(|e| match e.ty {
wgpu::BindingType::StorageTexture { format, .. } if e.binding == binding => {
Some(format)
}
_ => None,
});
if format == naga::StorageFormat::Rg11b10Ufloat
&& bound == Some(wgpu::TextureFormat::Rgba16Float)
{
let ty = module.types.insert(
naga::Type {
name: module.types[var.ty].name.clone(),
inner: naga::TypeInner::Image {
dim,
arrayed,
class: naga::ImageClass::Storage {
format: naga::StorageFormat::Rgba16Float,
access,
},
},
},
naga::Span::UNDEFINED,
);
module.global_variables[handle].ty = ty;
}
}
}
/// The wgpu format of an image's format qualifier.
fn image_format(qualifier: &str) -> Option<wgpu::TextureFormat> {
use wgpu::TextureFormat as T;
Some(match qualifier {
"rgba32f" => T::Rgba32Float,
"rgba16f" => T::Rgba16Float,
"rg32f" => T::Rg32Float,
"rg16f" => T::Rg16Float,
"r11f_g11f_b10f" => T::Rg11b10Ufloat,
"r32f" => T::R32Float,
"r16f" => T::R16Float,
"rgba16" => T::Rgba16Unorm,
"rgb10_a2" => T::Rgb10a2Unorm,
"rgba8" => T::Rgba8Unorm,
"rg16" => T::Rg16Unorm,
"rg8" => T::Rg8Unorm,
"r16" => T::R16Unorm,
"r8" => T::R8Unorm,
"rgba16_snorm" => T::Rgba16Snorm,
"rgba8_snorm" => T::Rgba8Snorm,
"rg16_snorm" => T::Rg16Snorm,
"rg8_snorm" => T::Rg8Snorm,
"r16_snorm" => T::R16Snorm,
"r8_snorm" => T::R8Snorm,
"rgba32i" => T::Rgba32Sint,
"rgba16i" => T::Rgba16Sint,
"rgba8i" => T::Rgba8Sint,
"rg32i" => T::Rg32Sint,
"rg16i" => T::Rg16Sint,
"rg8i" => T::Rg8Sint,
"r32i" => T::R32Sint,
"r16i" => T::R16Sint,
"r8i" => T::R8Sint,
"rgba32ui" => T::Rgba32Uint,
"rgba16ui" => T::Rgba16Uint,
"rgb10_a2ui" => T::Rgb10a2Uint,
"rgba8ui" => T::Rgba8Uint,
"rg32ui" => T::Rg32Uint,
"rg16ui" => T::Rg16Uint,
"rg8ui" => T::Rg8Uint,
"r32ui" => T::R32Uint,
"r16ui" => T::R16Uint,
"r8ui" => T::R8Uint,
_ => return None,
})
}
/// The value slot of the pack's custom uniform `name` for a program declaring it as GLSL type
/// `ty`: after the frame's uniforms, in the order of `custom` (each with the type
/// `shaders.properties` gives it). A `float`, `int`, `vec2`, `vec3` or `vec4` custom uniform
@@ -2717,21 +2805,10 @@ impl PackPost {
.shadow
.zip(shadow_geometry.as_ref())
.and_then(|(p, g)| build(p, Some(g)));
// A GPU that refuses translucent terrain's program with the boats' water patches gets it
// without them (`Post::shadow_water_plain`), rather than no translucent shadows at all.
let mut plain = post.shadow_water_plain;
let shadow_water = post
.shadow_water
.zip(shadow_geometry.as_ref())
.and_then(|(p, g)| build(p, Some(g)));
let unpatched = shadow_water.is_none().then(|| plain.take()).flatten();
let unpatched_name = unpatched.as_ref().map(|p| p.name.clone());
let shadow_water = shadow_water.or_else(|| {
unpatched
.zip(shadow_geometry.as_ref())
.and_then(|(p, g)| build(p, Some(g)))
});
let water_unpatched = unpatched_name.filter(|_| shadow_water.is_some());
let (hides_sky, hides_celestial) = (post.sky.is_some(), post.sky_textured.is_some());
let sky = (post.sky.is_some() || post.sky_textured.is_some()).then(|| {
let geometry = PackSky::new(device);
@@ -3288,17 +3365,6 @@ impl PackPost {
let white = [255u8; 4];
let black = [0u8; 4];
let flat_normal = [128u8, 128, 255, 255];
// Said as what it is, not as a program skipped.
if let Some(name) = water_unpatched {
let skipped = format!("{name}: skipped: ");
if let Some(n) = notes.iter_mut().rev().find(|n| n.starts_with(&skipped)) {
*n = format!(
"{name}: translucent terrain without the boats' water patches, as the GPU \
refused it with them ({})",
&n[skipped.len()..]
);
}
}
let jobs = (pack.jobs.as_ref())
.map(std::cell::RefCell::take)
.unwrap_or_default();
@@ -602,7 +602,7 @@ pub(super) fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
@@ -440,7 +440,7 @@ fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
@@ -1,109 +0,0 @@
//! A shadow program writing as many vertex outputs as the GPU takes leaves no room for the boats'
//! water patches (`GbuffersInputs::water_patches`, one output more): translucent terrain gets
//! the program without them, not no shadow program. The programs here are original.
use super::destination_tests::Fixture;
use super::*;
use std::io::{Cursor, Write};
fn pack(outputs: u32) -> Post {
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
let declared: String = (0..outputs)
.map(|i| format!("varying vec4 v{i};\n"))
.collect();
let written: String = (0..outputs).map(|i| format!("v{i}=vec4({i}.0);")).collect();
let read: String = (0..outputs).map(|i| format!("+v{i}")).collect();
add(
"shadow.vsh",
&format!(
"#version 120\n{declared}void main() {{ gl_Position=vec4(gl_Vertex.xy,0.5,1.0); {written} }}\n"
),
);
add(
"shadow.fsh",
&format!("#version 120\n{declared}void main() {{ gl_FragData[0]=vec4(0.0){read}; }}\n"),
);
add(
"final.vsh",
"#version 120\nvarying vec2 uv;\nvoid main() { uv=gl_MultiTexCoord0.xy; gl_Position=ftransform(); }\n",
);
add(
"final.fsh",
"#version 120\nconst int shadowMapResolution=16;\nuniform sampler2D shadowcolor0;\n\
varying vec2 uv;\nvoid main() { gl_FragColor=texture2D(shadowcolor0,uv); }\n",
);
let pack = horizon_shaders::Pack::from_zip_bytes(
"original-full-outputs",
zip.finish().unwrap().into_inner(),
)
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
let inputs = horizon_shaders::GameInputs {
terrain: Some(horizon_shaders::GbuffersInputs {
item_id_declared: false,
far_depth: false,
paged_maps: false,
water_mask: false,
water_patches: false,
declarations: "layout(location=0)in vec3 fixture_position;\n".into(),
body: "hz_Vertex=vec4(fixture_position,1.0);hz_Color=vec4(1.0);\
hz_MultiTexCoord0=vec4(0.0);hz_MultiTexCoord1=vec4(240.0);\
hz_MultiTexCoord2=vec4(240.0);hz_Normal=vec3(0.0,0.0,1.0);\n"
.into(),
attributes: vec![],
after: String::new(),
alpha_test: None,
}),
..Default::default()
};
horizon_shaders::load_post(&pack, "", &properties, &macros, &inputs)
}
#[test]
fn a_shadow_program_with_every_output_drops_the_boats_patches_not_its_water() {
let Some(gpu) = Fixture::new() else { return };
const ATTRS: [wgpu::VertexAttribute; 1] = wgpu::vertex_attr_array![0=>Float32x3];
let layouts = [Some(wgpu::VertexBufferLayout {
array_stride: 12,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &ATTRS,
})];
let geometry = || {
Some(Geometry {
material_maps: false,
buffers: &layouts,
table: None,
depth_write: true,
atlas: None,
ids: None,
cull: true,
})
};
let outputs = gpu.device.limits().max_inter_stage_shader_variables;
let post = gpu.build_with_terrain(pack(outputs), geometry());
assert!(post.has_shadow(), "{:?}", post.notes);
assert!(post.shadow_water.is_some(), "{:?}", post.notes);
assert!(
post.notes
.iter()
.any(|n| n.contains("without the boats' water patches")),
"{:?}",
post.notes
);
// With room for them, the patches stay and nothing is said.
let post = gpu.build_with_terrain(pack(outputs - 1), geometry());
assert!(post.shadow_water.is_some(), "{:?}", post.notes);
assert!(
!post.notes.iter().any(|n| n.contains("water patches")),
"{:?}",
post.notes
);
}
@@ -1,97 +0,0 @@
//! Image formats: a storage image's format qualifier as wgpu's, and the stand-in a module's
//! storage images declare.
/// Makes each storage image of `module` in group 0 declare the format its layout entry binds:
/// a `layout(r11f_g11f_b10f)` image whose texture is the `RGBA16F` stand-in (`bindings`).
pub(super) fn storage_formats_of(
module: &mut naga::Module,
entries: &[wgpu::BindGroupLayoutEntry],
) {
let globals: Vec<_> = module.global_variables.iter().map(|(h, _)| h).collect();
for handle in globals {
let var = &module.global_variables[handle];
let Some(naga::ResourceBinding { group: 0, binding }) = var.binding else {
continue;
};
let naga::TypeInner::Image {
dim,
arrayed,
class: naga::ImageClass::Storage { format, access },
} = module.types[var.ty].inner
else {
continue;
};
let bound = entries.iter().find_map(|e| match e.ty {
wgpu::BindingType::StorageTexture { format, .. } if e.binding == binding => {
Some(format)
}
_ => None,
});
if format == naga::StorageFormat::Rg11b10Ufloat
&& bound == Some(wgpu::TextureFormat::Rgba16Float)
{
let ty = module.types.insert(
naga::Type {
name: module.types[var.ty].name.clone(),
inner: naga::TypeInner::Image {
dim,
arrayed,
class: naga::ImageClass::Storage {
format: naga::StorageFormat::Rgba16Float,
access,
},
},
},
naga::Span::UNDEFINED,
);
module.global_variables[handle].ty = ty;
}
}
}
/// The wgpu format of an image's format qualifier.
pub(super) fn image_format(qualifier: &str) -> Option<wgpu::TextureFormat> {
use wgpu::TextureFormat as T;
Some(match qualifier {
"rgba32f" => T::Rgba32Float,
"rgba16f" => T::Rgba16Float,
"rg32f" => T::Rg32Float,
"rg16f" => T::Rg16Float,
"r11f_g11f_b10f" => T::Rg11b10Ufloat,
"r32f" => T::R32Float,
"r16f" => T::R16Float,
"rgba16" => T::Rgba16Unorm,
"rgb10_a2" => T::Rgb10a2Unorm,
"rgba8" => T::Rgba8Unorm,
"rg16" => T::Rg16Unorm,
"rg8" => T::Rg8Unorm,
"r16" => T::R16Unorm,
"r8" => T::R8Unorm,
"rgba16_snorm" => T::Rgba16Snorm,
"rgba8_snorm" => T::Rgba8Snorm,
"rg16_snorm" => T::Rg16Snorm,
"rg8_snorm" => T::Rg8Snorm,
"r16_snorm" => T::R16Snorm,
"r8_snorm" => T::R8Snorm,
"rgba32i" => T::Rgba32Sint,
"rgba16i" => T::Rgba16Sint,
"rgba8i" => T::Rgba8Sint,
"rg32i" => T::Rg32Sint,
"rg16i" => T::Rg16Sint,
"rg8i" => T::Rg8Sint,
"r32i" => T::R32Sint,
"r16i" => T::R16Sint,
"r8i" => T::R8Sint,
"rgba32ui" => T::Rgba32Uint,
"rgba16ui" => T::Rgba16Uint,
"rgb10_a2ui" => T::Rgb10a2Uint,
"rgba8ui" => T::Rgba8Uint,
"rg32ui" => T::Rg32Uint,
"rg16ui" => T::Rg16Uint,
"rg8ui" => T::Rg8Uint,
"r32ui" => T::R32Uint,
"r16ui" => T::R16Uint,
"r8ui" => T::R8Uint,
_ => return None,
})
}
@@ -409,7 +409,7 @@ fn frame(hud: &HudBatch) -> Frame<'_> {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
@@ -2664,7 +2664,7 @@ pub(super) mod initial_history_tests {
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
look: Default::default(),
pvp: Default::default(),
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
+32 -98
View File
@@ -52,23 +52,6 @@ pub fn peak_step_of(nits: f32) -> f32 {
};
step.clamp(0.0, PEAK_STEPS as f32)
}
/// The steps of Paper White's and UI Brightness's scale: Auto (0), then 10 to 480 nits by 10.
pub const NITS_STEPS: u32 = 48;
/// Paper White's or UI Brightness's setting at slider position `v`, 0 to 1 ([`NITS_STEPS`]).
pub fn nits_at(v: f32) -> u32 {
(v * NITS_STEPS as f32).round() as u32 * 10
}
/// Where a Paper White or UI Brightness setting sits on its slider, 0 to 1.
pub fn nits_position(nits: u32) -> f32 {
nits as f32 / (NITS_STEPS * 10) as f32
}
/// A saved Paper White or UI Brightness: Auto (0), or 10 to 480 nits.
fn nits_setting(nits: u32) -> u32 {
match nits {
0 => 0,
n => n.clamp(10, 480),
}
}
/// Simple-level presets. `Custom` leaves every option as the player set it.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
@@ -521,6 +504,8 @@ pub fn reduced_far_detail_suggested() -> bool {
REDUCED_SUGGESTED.load(std::sync::atomic::Ordering::Relaxed)
}
/// The name the options screen waits on to bind `Graphics::hdr_key`.
pub const HDR_KEY: &str = "horizon.hdrSettings";
/// The Screenshot Quality choices, times the game's resolution.
pub const SCREENSHOT_QUALITIES: [u32; 4] = [1, 2, 4, 8];
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
@@ -830,12 +815,14 @@ pub struct Graphics {
/// HDR black level: the display's darkest black, in hundredths of a nit; 0, the default,
/// lifts nothing. Shadows are lifted onto it, and the HDR metadata says it.
pub hdr_black_level: u32,
/// HDR brightness of the HUD and menus, in nits; 0 is Auto: at paper white
/// ([`Graphics::ui_nits`]). The first-person hand stays at the world's.
pub hdr_ui_nits: u32,
/// HDR brightness of the HUD and menus, in percent of paper white (25..=100); the
/// first-person hand stays at the world's.
pub hdr_ui_brightness: u32,
/// HDR Lighting: Horizon's own HDR look, light sources, the sun and sunlight above paper
/// white. Off, HDR output shows the same picture as SDR, for shader packs or the vanilla look.
pub hdr_lighting: bool,
/// A vanilla key name (`HDR_KEY`): opens HDR's settings from the game. Unbound by default.
pub hdr_key: String,
/// The graphics driver whose last start ended before HDR output showed a frame (the
/// marker found, [`HDR_MARKER`]): a window on it stays SDR whatever the mode, until the
/// mode is changed or the window starts on another driver ([`Graphics::hdr_held`]).
@@ -913,8 +900,9 @@ impl Default for Graphics {
hdr_paper_white: 0,
hdr_peak: 0,
hdr_black_level: 0,
hdr_ui_nits: 0,
hdr_ui_brightness: 100,
hdr_lighting: true,
hdr_key: "key.keyboard.unknown".into(),
hdr_failed_start: None,
battery: false,
shadow_cache: false,
@@ -987,8 +975,6 @@ impl Graphics {
}
pub fn parse(text: &str) -> Self {
let mut g = Self::default();
// UI Brightness: `hdrUiNits`, else an older file's share of Paper White.
let (mut ui_nits, mut ui_share) = (None, None);
for line in text.lines() {
let Some((key, value)) = line.split_once(':') else {
continue;
@@ -1078,9 +1064,12 @@ impl Graphics {
"frameGeneration" => g.frame_generation = FrameGeneration::parse(value),
"hdr" => g.hdr = HdrMode::parse(value, g.hdr),
"hdrLighting" => g.hdr_lighting = flag(g.hdr_lighting),
"hdrPaperWhite" => g.hdr_paper_white = nits_setting(number(g.hdr_paper_white)),
"hdrUiNits" => ui_nits = value.parse().ok().map(nits_setting),
"hdrUiBrightness" => ui_share = value.parse::<u32>().ok(),
"hdrPaperWhite" => {
g.hdr_paper_white = match number(g.hdr_paper_white) {
0 => 0,
n => n.clamp(10, 480),
}
}
"hdrPeak" => {
g.hdr_peak = match number(g.hdr_peak) {
0 => 0,
@@ -1088,6 +1077,10 @@ impl Graphics {
}
}
"hdrBlackLevel" => g.hdr_black_level = number(g.hdr_black_level).min(100),
"hdrUiBrightness" => {
g.hdr_ui_brightness = number(g.hdr_ui_brightness).clamp(25, 100)
}
"hdrKey" if value.starts_with("key.") => g.hdr_key = value.to_owned(),
"hdrFailedStart" => g.hdr_failed_start = Some(value.to_owned()),
"batteryMode" => g.battery = flag(g.battery),
"shadowCache" => g.shadow_cache = flag(g.shadow_cache),
@@ -1105,20 +1098,11 @@ impl Graphics {
_ => {}
}
}
// The share was 25 to 100% of Paper White. 100% is Auto, and so is any share of an
// Auto Paper White, whose nits the file doesn't hold; another share of a Paper White set
// by hand is its nits, to the nearest step.
g.hdr_ui_nits = ui_nits.unwrap_or(match (ui_share, g.hdr_paper_white) {
(Some(share), paper) if share < 100 && paper != 0 => {
((paper * share.max(25) + 500) / 1000).max(1) * 10
}
_ => 0,
});
g
}
pub fn serialize(&self) -> String {
let mut text = format!(
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nentityCullingPrecheck:{}\nparticleCulling:{}\nleafCulling:{}\nopaqueIce:{}\nblockEntityCacheShulkerBoxes:{}\nblockEntityCacheSigns:{}\nblockEntityCacheDecoratedPots:{}\nblockEntityCacheBells:{}\nblockEntityCacheChests:{}\nblockEntityCacheBanners:{}\nblockEntityCacheCopperGolemStatues:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nupscalingSharpness:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiNits:{}\nhdrLighting:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\nbatchTranslucent:{}\nhdrSmoothGradients:{}\ngpuCulling:{}\n",
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nentityCullingPrecheck:{}\nparticleCulling:{}\nleafCulling:{}\nopaqueIce:{}\nblockEntityCacheShulkerBoxes:{}\nblockEntityCacheSigns:{}\nblockEntityCacheDecoratedPots:{}\nblockEntityCacheBells:{}\nblockEntityCacheChests:{}\nblockEntityCacheBanners:{}\nblockEntityCacheCopperGolemStatues:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nupscalingSharpness:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrLighting:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\nbatchTranslucent:{}\nhdrSmoothGradients:{}\ngpuCulling:{}\n",
self.preset.name(),
self.lod_distance,
self.far_detail.name(),
@@ -1165,8 +1149,9 @@ impl Graphics {
self.hdr_paper_white,
self.hdr_peak,
self.hdr_black_level,
self.hdr_ui_nits,
self.hdr_ui_brightness,
bool_text(self.hdr_lighting),
self.hdr_key,
bool_text(self.battery),
bool_text(self.shadow_cache),
self.api.name(),
@@ -1181,6 +1166,14 @@ impl Graphics {
text += &self.blue_map.serialize();
text
}
/// Binds Horizon's graphics key `name` (`HDR_KEY`); false for another name.
pub fn set_key(&mut self, name: &str, value: String) -> bool {
match name {
HDR_KEY => self.hdr_key = value,
_ => return false,
}
true
}
pub fn save(&self, dir: &Path) {
let _ = fs::write(dir.join(FILE), self.serialize());
}
@@ -1192,13 +1185,6 @@ impl Graphics {
n => n,
}
}
/// The HUD and menus' brightness, in nits: the player's, or on Auto paper white's.
pub fn ui_nits(&self, reported: Option<Reported>) -> u32 {
match self.hdr_ui_nits {
0 => self.paper_white_nits(reported),
n => n,
}
}
/// The peak the world's highlights reach, in nits: the player's, or on Auto
/// what the system `reported`, else 1000.
pub fn peak_nits(&self, reported: Option<Reported>) -> u32 {
@@ -1279,55 +1265,6 @@ pub fn apply_preset(preset: Preset, s: &mut crate::settings::Settings) {
mod tests {
use super::*;
/// UI Brightness is saved in nits, 0 for Auto. An older file's share of Paper White reads
/// as Auto at 100% or with Paper White on Auto, else as that share of it to the nearest step.
#[test]
fn ui_brightness_round_trips_in_nits_and_reads_older_shares() {
for (file, nits) in [
("", 0),
("hdrUiNits:0\n", 0),
("hdrUiNits:160\n", 160),
("hdrUiNits:5\n", 10),
("hdrUiNits:9000\n", 480),
("hdrUiNits:x\n", 0),
// Older files: 100% is Auto,
("hdrPaperWhite:200\nhdrUiBrightness:100\n", 0),
// any share of Paper White's Auto too,
("hdrUiBrightness:60\n", 0),
("hdrPaperWhite:0\nhdrUiBrightness:25\n", 0),
// and another share of a Paper White set by hand is its nits.
("hdrPaperWhite:200\nhdrUiBrightness:60\n", 120),
("hdrUiBrightness:50\nhdrPaperWhite:203\n", 100),
("hdrPaperWhite:250\nhdrUiBrightness:75\n", 190),
("hdrPaperWhite:10\nhdrUiBrightness:25\n", 10),
("hdrPaperWhite:480\nhdrUiBrightness:10\n", 120),
// The new key wins over the old one.
(
"hdrPaperWhite:200\nhdrUiBrightness:60\nhdrUiNits:300\n",
300,
),
("hdrUiNits:0\nhdrPaperWhite:200\nhdrUiBrightness:60\n", 0),
] {
let g = Graphics::parse(file);
assert_eq!(g.hdr_ui_nits, nits, "{file}");
let saved = g.serialize();
assert!(!saved.contains("hdrUiBrightness"), "{file}");
assert!(saved.contains(&format!("\nhdrUiNits:{nits}\n")), "{file}");
assert_eq!(Graphics::parse(&saved), g, "{file}");
}
let mut g = Graphics::default();
assert_eq!(g.ui_nits(None), 203);
let reported = Some(Reported {
paper_white: 300,
peak: 1000,
});
assert_eq!(g.ui_nits(reported), 300);
g.hdr_paper_white = 120;
assert_eq!(g.ui_nits(reported), 120);
g.hdr_ui_nits = 400;
assert_eq!((g.ui_nits(None), g.ui_nits(reported)), (400, 400));
}
#[test]
fn hdr_modes_keep_boolean_files_and_round_trip_auto() {
assert_eq!(Graphics::parse("").hdr, HdrMode::Off);
@@ -1493,8 +1430,9 @@ mod tests {
hdr_paper_white: 240,
hdr_peak: 1400,
hdr_black_level: 12,
hdr_ui_nits: 160,
hdr_ui_brightness: 60,
hdr_lighting: false,
hdr_key: "key.keyboard.h".into(),
hdr_failed_start: Some(
"Vulkan 10de:2684 NVIDIA GeForce RTX 4090; NVIDIA; 581.57".into(),
),
@@ -1636,10 +1574,6 @@ mod tests {
Graphics::parse("shaderPack:Pack.zip\n"),
Graphics::default()
);
// The HDR page's old shortcut key loads as nothing, and the next save drops it.
let old = Graphics::parse("hdr:true\nhdrKey:key.keyboard.h\nhdrPeak:1000\n");
assert_eq!((old.hdr, old.hdr_peak), (HdrMode::On, 1000));
assert!(!old.serialize().contains("hdrKey"));
assert_eq!(
Graphics::parse(
"workers:abc\nsky:maybe\ncullLeaves:true\nentityCulling:maybe\nleafCulling:maybe\n"
+59 -28
View File
@@ -14,7 +14,7 @@ use crate::{
lang,
options_ui::{Event, Page as OptionsPage},
settings::{Opt, Settings},
settings_shell::{self as shell, Group, Output, Row, Screen, Sheet, Value},
settings_shell::{self as shell, Binding, Group, Output, Row, Screen, Sheet, Value},
text::Text,
};
@@ -106,6 +106,8 @@ pub enum H {
FrameGeneration,
Hdr,
HdrBlackLevel,
/// Binds `Graphics::hdr_key`.
HdrKey,
/// Starts HDR calibration (`crate::hdr_calibration`).
HdrCalibrate,
HdrPeak,
@@ -612,7 +614,7 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
h(
H::HdrUiBrightness,
None,
"How bright the HUD and menus are. Auto: at paper white.",
"How bright the HUD and menus are, against paper white.",
),
h(
H::HdrLighting,
@@ -621,6 +623,14 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
),
],
),
(
"Shortcut",
vec![h(
H::HdrKey,
None,
"A key that opens this screen from the game. Not bound at first.",
)],
),
],
),
];
@@ -809,14 +819,14 @@ impl H {
H::ResolutionScale => Some((g.resolution_scale as f32 - 50.0) / 150.0),
H::UpscalingSharpness => Some(g.upscaling_sharpness as f32 / 100.0),
// Auto, then 10..480 by 10.
H::HdrPaperWhite => Some(crate::graphics::nits_position(g.hdr_paper_white)),
H::HdrUiBrightness => Some(crate::graphics::nits_position(g.hdr_ui_nits)),
H::HdrPaperWhite => Some(g.hdr_paper_white as f32 / 480.0),
// Auto, then the peak's scale.
H::HdrPeak => Some(match g.hdr_peak {
0 => 0.0,
n => (1.0 + crate::graphics::peak_step_of(n as f32)) / PEAK_POSITIONS as f32,
}),
H::HdrBlackLevel => Some(g.hdr_black_level as f32 / 100.0),
H::HdrUiBrightness => Some((g.hdr_ui_brightness as f32 - 25.0) / 75.0),
_ => None,
}
}
@@ -828,26 +838,13 @@ impl H {
H::Workers => Some(max_workers()),
H::ResolutionScale => Some(30),
H::UpscalingSharpness => Some(20),
H::HdrPaperWhite | H::HdrUiBrightness => Some(crate::graphics::NITS_STEPS),
H::HdrPaperWhite => Some(48),
H::HdrPeak => Some(PEAK_POSITIONS),
H::HdrBlackLevel => Some(100),
H::HdrUiBrightness => Some(15),
_ => None,
}
}
/// "Paper White: Auto (203)" or "Paper White: 160": a setting in nits, 0 for Auto, which
/// shows the nits Auto gives.
fn nits_label(self, s: &Settings, out: &EffectiveOutput) -> Text {
let (g, r) = (&s.horizon, out.reported);
let (caption, set, auto) = match self {
H::HdrPaperWhite => ("Paper White", g.hdr_paper_white, g.paper_white_nits(r)),
H::HdrPeak => ("Peak Brightness", g.hdr_peak, g.peak_nits(r)),
_ => ("UI Brightness", g.hdr_ui_nits, g.ui_nits(r)),
};
match set {
0 => labelled(caption, lang::tr("Auto (%s)", &[&auto])),
n => labelled(caption, n),
}
}
fn label(self, s: &Settings, out: &EffectiveOutput) -> Text {
let g = &s.horizon;
match self {
@@ -948,9 +945,26 @@ impl H {
Setup::Automatic => "Calibrate Anyway...",
Setup::Changed => "Use Automatic Setup",
})),
H::HdrPaperWhite | H::HdrPeak | H::HdrUiBrightness => self.nits_label(s, out),
H::HdrPaperWhite => match g.hdr_paper_white {
0 => labelled(
"Paper White",
lang::tr("Auto (%s)", &[&g.paper_white_nits(out.reported)]),
),
n => labelled("Paper White", n.to_string()),
},
H::HdrPeak => match g.hdr_peak {
0 => labelled(
"Peak Brightness",
lang::tr("Auto (%s)", &[&g.peak_nits(out.reported)]),
),
n => labelled("Peak Brightness", n.to_string()),
},
H::HdrBlackLevel => labelled("Black Level", format!("{:.2}", g.black_level_nits())),
H::HdrUiBrightness => labelled_percent("UI Brightness", g.hdr_ui_brightness),
H::HdrLighting => labelled("HDR Lighting", on_off(g.hdr_lighting)),
H::HdrKey => {
Text::translate("Shortcut: %s", &[crate::keybinds::display_name(&g.hdr_key)])
}
H::BatteryMode => labelled("Battery Mode", on_off(g.battery)),
H::ShadowCache => labelled("Shadow Cache", on_off(g.shadow_cache)),
// A press across the row, as Calibrate...: the list it opens shows the pick.
@@ -991,8 +1005,7 @@ impl H {
H::Workers => g.workers = (v * max_workers() as f32).round() as u32,
H::ResolutionScale => g.resolution_scale = (50.0 + (v * 30.0).round() * 5.0) as u32,
H::UpscalingSharpness => g.upscaling_sharpness = (v * 20.0).round() as u32 * 5,
H::HdrPaperWhite => g.hdr_paper_white = crate::graphics::nits_at(v),
H::HdrUiBrightness => g.hdr_ui_nits = crate::graphics::nits_at(v),
H::HdrPaperWhite => g.hdr_paper_white = (v * 48.0).round() as u32 * 10,
H::HdrPeak => {
g.hdr_peak = match (v * PEAK_POSITIONS as f32).round() as u32 {
0 => 0,
@@ -1000,6 +1013,7 @@ impl H {
}
}
H::HdrBlackLevel => g.hdr_black_level = (v * 100.0).round() as u32,
H::HdrUiBrightness => g.hdr_ui_brightness = (25.0 + (v * 15.0).round() * 5.0) as u32,
_ => {}
}
}
@@ -1175,7 +1189,10 @@ impl Item {
fn steps(self, s: &Settings, out: &EffectiveOutput) -> bool {
self.switch(s, out).is_none()
&& self.slider(s).is_none()
&& !matches!(self, Item::Horizon(H::HdrCalibrate | H::ShaderPacks))
&& !matches!(
self,
Item::Horizon(H::HdrKey | H::HdrCalibrate | H::ShaderPacks)
)
}
/// On/off settings and their value.
pub fn switch(self, s: &Settings, out: &EffectiveOutput) -> Option<bool> {
@@ -1330,6 +1347,12 @@ fn shown(item: Item, s: &Settings) -> bool {
}
/// A control's label as its name and its value ("Render Distance" and "12 chunks").
fn parts(item: Item, s: &Settings, out: &EffectiveOutput) -> (String, Option<String>) {
// The shortcut's label is one translated "Shortcut: %s"; the row shows its key apart, as
// KeyBindsScreen does ("> key <" while it waits, `settings_shell::Value::Binding`).
if item == Item::Horizon(H::HdrKey) {
let key = crate::keybinds::display_name(&s.horizon.hdr_key).plain();
return (lang::get("Shortcut"), Some(key));
}
shell::name_and_value(&item.label(s, out).plain())
}
@@ -1338,9 +1361,13 @@ fn parts(item: Item, s: &Settings, out: &EffectiveOutput) -> (String, Option<Str
fn row(setting: Setting, s: &Settings, out: &EffectiveOutput) -> Row<Item> {
let item = setting.item;
let (name, value) = parts(item, s, out);
let value = match (item.switch(s, out), item.slider(s)) {
(Some(on), _) => Value::Switch(on),
(None, Some(position)) => Value::Slider {
let value = match (item, item.switch(s, out), item.slider(s)) {
(Item::Horizon(H::HdrKey), ..) => Value::Binding(Binding::key(
crate::graphics::HDR_KEY,
value.unwrap_or_default(),
)),
(_, Some(on), _) => Value::Switch(on),
(_, None, Some(position)) => Value::Slider {
position,
steps: item.slider_steps(),
text: value.unwrap_or_default(),
@@ -1556,7 +1583,7 @@ mod tests {
use super::*;
use crate::{
graphics_style as style,
settings_shell::{Columns, Hosted, Shell, Target},
settings_shell::{Capture, Columns, Hosted, Shell, Target},
};
use winit::keyboard::KeyCode as K;
@@ -2022,6 +2049,10 @@ mod tests {
precheck.why.as_deref(),
Some("Only applies to asynchronous entity culling.")
);
let key = find(&s, Item::Horizon(H::HdrKey));
assert_eq!(key.name, "Shortcut");
let waits = Capture::Key(crate::graphics::HDR_KEY);
assert!(matches!(key.value, Value::Binding(ref b) if b.capture == waits));
let calibrate = find(&s, Item::Horizon(H::HdrCalibrate));
assert_eq!(calibrate.value, Value::Press);
}
@@ -2706,7 +2737,7 @@ mod tests {
H::HdrPaperWhite => s.horizon.hdr_paper_white,
H::HdrPeak => s.horizon.hdr_peak,
H::HdrBlackLevel => s.horizon.hdr_black_level,
H::HdrUiBrightness => s.horizon.hdr_ui_nits,
H::HdrUiBrightness => s.horizon.hdr_ui_brightness,
_ => unreachable!(),
};
let fresh = || {
@@ -2,7 +2,7 @@
//! reports.
use super::tests::{CHANGED, CLICK, DRAGGED, FB, NONE, SIZE, Ui, offering, press, row, ui};
use super::*;
use crate::settings_shell::{Columns, Hosted};
use crate::settings_shell::{Capture, Columns, Hosted};
use winit::keyboard::KeyCode as K;
#[test]
@@ -64,12 +64,17 @@ fn hdr_auto_can_be_selected_before_querying_and_brightness_waits_for_output() {
let peak = row(&mut ui, &s, Item::Horizon(H::HdrPeak));
assert_eq!(press(&mut ui, &mut s, (tx + 2.0, peak[1] + 4.0)), [DRAGGED]);
ui.release();
// Calibrate starts the calibration.
// Calibrate starts the calibration; the shortcut row waits for a key.
let calibrate = row(&mut ui, &s, Item::Horizon(H::HdrCalibrate));
assert_eq!(
press(&mut ui, &mut s, at(calibrate)),
[CLICK, Output::Push(OptionsPage::HdrCalibration)]
);
let key = row(&mut ui, &s, Item::Horizon(H::HdrKey));
assert_eq!(
press(&mut ui, &mut s, at(key)),
[CLICK, Output::Bind(Capture::Key(crate::graphics::HDR_KEY))]
);
assert!(ui.changed());
}
@@ -130,45 +135,6 @@ fn hdr_setup_follows_what_the_system_reported() {
assert_eq!(setup_of(&g, false), Setup::Unknown);
}
/// UI Brightness reads as Paper White does, in nits apart from it: Auto shows the paper white
/// in use, and a value set by hand its own nits, whatever Paper White is. Its slider has Paper
/// White's steps: Auto, then 10 to 480 nits by 10.
#[test]
fn ui_brightness_reads_in_nits_on_paper_whites_steps() {
let mut s = Settings::default();
s.horizon.hdr = HdrMode::On;
let reporting = offering(true, Some(true));
let label = |s: &Settings, out| Item::Horizon(H::HdrUiBrightness).label(s, out).plain();
assert_eq!(label(&s, &reporting), "UI Brightness: Auto (400)");
assert_eq!(label(&s, &NONE), "UI Brightness: Auto (203)");
s.horizon.hdr_paper_white = 250;
assert_eq!(label(&s, &reporting), "UI Brightness: Auto (250)");
s.horizon.hdr_ui_nits = 160;
for paper_white in [0, 80, 250] {
s.horizon.hdr_paper_white = paper_white;
assert_eq!(label(&s, &reporting), "UI Brightness: 160");
}
let item = Item::Horizon(H::HdrUiBrightness);
assert_eq!(
H::HdrUiBrightness.slider_steps(),
H::HdrPaperWhite.slider_steps()
);
H::HdrUiBrightness.set_slider(&mut s, 0.0);
let mut reached = vec![s.horizon.hdr_ui_nits];
for _ in 0..H::HdrUiBrightness.slider_steps().unwrap() {
item.step_slider(&mut s, true, 200.0, &reporting);
reached.push(s.horizon.hdr_ui_nits);
}
let paper: Vec<u32> = std::iter::once(0).chain((10..=480).step_by(10)).collect();
assert_eq!(reached, paper);
// Each value sits where Paper White's same value does.
for nits in paper {
s.horizon.hdr_ui_nits = nits;
s.horizon.hdr_paper_white = nits;
assert_eq!(item.slider(&s), Item::Horizon(H::HdrPaperWhite).slider(&s));
}
}
/// While HDR output is held back on this window's driver, the HDR row says so and keeps
/// the mode; any change of the mode drops the hold, and HDR is asked for again.
#[test]
+4 -5
View File
@@ -206,9 +206,8 @@ fn display(light: vec3<f32>) -> vec4<f32> {
let shows = params.world > 0.5 && params.peak > 1.0
&& (hand || (!covered && shows_world(f.rgb, w.rgb)));
var light = lit(f.rgb, w.a, shows, true).light;
// The HUD and menus at their own brightness, by how much they cover, no brighter than the
// peak (as `fs_hdr_layered`): UI Brightness can pass paper white.
light = min(light * mix(1.0, params.ui, ui), vec3(params.peak));
// The HUD and menus at their own brightness, by how much they cover.
light *= mix(1.0, params.ui, ui);
return display(light);
}
@@ -276,8 +275,8 @@ fn backdrop(w: vec3<f32>) -> vec3<f32> {
// The HUD over the world in gamma, the space the HUD blends in: its own part, what its backdrop
// B doesn't explain (H = P - (1 - c) B, exact for the layering blends), at UI Brightness, over
// (1 - c) of the world, light above white included. Where the world is at or below white, with
// UI Brightness at paper white, that is the HUD's picture as drawn.
// (1 - c) of the world, light above white included. Where the world is at or below white, at
// 100%, that is the HUD's picture as drawn.
fn layered(at: vec2<i32>) -> vec3<f32> {
let w = max(textureLoad(frame, at, 0).rgb, vec3(0.0));
let p = textureLoad(hud, at, 0).rgb;
+53 -1
View File
@@ -12,7 +12,6 @@ use std::{
};
use wgpu::util::DeviceExt;
mod animate;
pub mod cit_glint;
mod pack_text;
pub mod pictures;
@@ -2877,6 +2876,59 @@ impl HudRenderer {
pack_text::PackText::new(device, self.format, &self.atlas_view, shader, self.coverage)
});
}
pub fn animate_sprites(
&mut self,
uploads: &mut crate::gfx::upload::Uploads,
encoder: &mut wgpu::CommandEncoder,
tick: u64,
) {
let Some(texture) = &self.atlas_texture else {
return;
};
for (rect, animation, previous) in &mut self.sprite_animations {
// `SpriteContents.AnimationState`: the frame from the mcmeta's
// list, blended into the next one by the sub-frame's thousandths
// when the sprite interpolates.
let blend = animation.blend(tick);
let state = (blend.frame, blend.next, blend.millis);
if state == *previous {
continue;
}
let (w, h) = rect.texels((texture.width(), texture.height()));
let pixels = if blend.millis == 0 {
animation.resized_pixels(blend.frame, w, h)
} else {
let current = animation.resized_pixels(blend.frame, w, h);
let next = animation.resized_pixels(blend.next, w, h);
let millis = blend.millis;
current
.iter()
.zip(next)
.map(|(&a, b)| {
((u32::from(a) * (1000 - millis) + u32::from(b) * millis + 500) / 1000)
as u8
})
.collect()
};
uploads.texture(
encoder,
wgpu::TexelCopyTextureInfo {
texture,
mip_level: 0,
origin: wgpu::Origin3d {
x: (rect.u0 * texture.width() as f32).round() as u32,
y: (rect.v0 * texture.height() as f32).round() as u32,
z: 0,
},
aspect: wgpu::TextureAspect::All,
},
w,
h,
&pixels,
);
*previous = state;
}
}
/// Stage `patches` into the shared atlas texture.
pub fn upload_patches(
&self,
@@ -1,61 +0,0 @@
//! The GUI atlas's animated sprites, frame by frame (vanilla's or a Polytone `mode`'s).
impl super::HudRenderer {
/// Shows each animated sprite's frame: its mcmeta's, or what its Polytone `mode` picks.
pub(crate) fn animate(
&mut self,
uploads: &mut crate::gfx::upload::Uploads,
encoder: &mut wgpu::CommandEncoder,
tick: u64,
animator: &crate::gfx::animate::SpriteAnimator,
) {
let inputs = animator.mode_inputs();
let inputs = Some(&inputs);
let Some(texture) = &self.atlas_texture else {
return;
};
for (rect, animation, previous) in &mut self.sprite_animations {
// `SpriteContents.AnimationState`: the frame from the mcmeta's
// list, blended into the next one by the sub-frame's thousandths
// when the sprite interpolates; or what a Polytone `mode` picks.
let blend = animation.blend_with(tick, inputs);
let state = (blend.frame, blend.next, blend.millis);
if state == *previous {
continue;
}
let (w, h) = rect.texels((texture.width(), texture.height()));
let pixels = if blend.millis == 0 {
animation.resized_pixels(blend.frame, w, h)
} else {
let current = animation.resized_pixels(blend.frame, w, h);
let next = animation.resized_pixels(blend.next, w, h);
let millis = blend.millis;
current
.iter()
.zip(next)
.map(|(&a, b)| {
((u32::from(a) * (1000 - millis) + u32::from(b) * millis + 500) / 1000)
as u8
})
.collect()
};
uploads.texture(
encoder,
wgpu::TexelCopyTextureInfo {
texture,
mip_level: 0,
origin: wgpu::Origin3d {
x: (rect.u0 * texture.width() as f32).round() as u32,
y: (rect.v0 * texture.height() as f32).round() as u32,
z: 0,
},
aspect: wgpu::TextureAspect::All,
},
w,
h,
&pixels,
);
*previous = state;
}
}
}
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@@ -27,29 +27,4 @@ pub(crate) const SPRITES: &[(&str, &[u8])] = &[
"search_background_v2",
include_bytes!("jei_recipes/search_background_v2.png"),
),
("slot", include_bytes!("jei_recipes/slot.png")),
(
"icons/list_badge",
include_bytes!("jei_recipes/icons/list_badge.png"),
),
(
"interactive_ingredient_tooltip_background",
include_bytes!("jei_recipes/interactive_ingredient_tooltip_background.png"),
),
(
"recipe_preview_background_v2",
include_bytes!("jei_recipes/recipe_preview_background_v2.png"),
),
(
"ingredient_list_slot_background_v2",
include_bytes!("jei_recipes/ingredient_list_slot_background_v2.png"),
),
(
"scrollbar_background_v2",
include_bytes!("jei_recipes/scrollbar_background_v2.png"),
),
(
"scrollbar_marker_v2",
include_bytes!("jei_recipes/scrollbar_marker_v2.png"),
),
];
-1
View File
@@ -68,7 +68,6 @@ pub mod jigsaw_block;
pub mod keypad;
pub mod terrain_model;
pub use horizon_polytone::colors as polytone_colors;
pub use horizon_polytone::creative_tabs as polytone_creative_tabs;
pub use horizon_world::json_folder;
pub mod level_loading;
pub mod light;
+8 -80
View File
@@ -761,49 +761,6 @@ pub struct MeshTables {
colormaps: Vec<Arc<crate::environment::Colormap>>,
water_colormap: Option<u16>,
}
/// Vanilla's four biome colour functions (`BiomeColors`) with what the packs replace them by:
/// `biome_colors` (a colormap or a flat colour), else the colormap a block modifier gives
/// `grass_block`, `oak_leaves` or `leaf_litter`, or a fluid modifier gives water, which Polytone
/// spreads to every block of that function. Each with the tints that read it.
fn biome_functions(
pack_root: &std::path::Path,
modifiers: &[(bool, horizon_polytone::Targets, String)],
) -> Vec<(&'static [Tint], crate::environment::Colormap)> {
use crate::environment::Colormap;
use horizon_polytone::colors::BiomeColor;
const FUNCTIONS: [(&str, &str, &[Tint]); 4] = [
(
"grass",
"minecraft:grass_block",
&[
Tint::Grass,
Tint::GrassBlock,
Tint::TallGrassUpper,
Tint::SugarCane,
],
),
("foliage", "minecraft:oak_leaves", &[Tint::Foliage]),
("dry_foliage", "minecraft:leaf_litter", &[Tint::DryFoliage]),
("water", "minecraft:water", &[Tint::Water]),
];
let colors = horizon_polytone::colors::PackColors::read(pack_root);
FUNCTIONS
.into_iter()
.filter_map(|(function, block, tints)| {
let colormap = match colors.biome_color(function) {
Some(BiomeColor::Flat(rgb)) => Some(Colormap::flat(rgb)),
Some(BiomeColor::Colormap(id)) => Colormap::load(pack_root, &id),
None => modifiers
.iter()
.find(|(fluid, targets, _)| {
*fluid == (function == "water") && targets.matches(block, |_| false)
})
.and_then(|(_, _, id)| Colormap::load(pack_root, id)),
}?;
Some((tints, colormap))
})
.collect()
}
fn stem_color(age: u8) -> u32 {
let a = u32::from(age);
(a * 32) << 16 | (255 - a * 8) << 8 | (a * 4)
@@ -988,8 +945,7 @@ impl MeshTables {
}
/// These tables with the colormaps of the Polytone block and fluid modifiers of the packs
/// merged at `pack_root` (wiki "Colormaps"): a tinted block they target takes its colour
/// from the colormap, and its own tint where the colormap's pixel is transparent. Vanilla's
/// four biome colour functions take the packs' `biome_colors` first (wiki "Custom Colors").
/// from the colormap, and its own tint where the colormap's pixel is transparent.
#[must_use]
pub fn with_polytone_colormaps(
mut self,
@@ -997,8 +953,7 @@ impl MeshTables {
registry: &horizon_world::registry::BlockRegistry,
) -> Self {
let modifiers = crate::environment::polytone_colormap_modifiers(pack_root);
let biome_functions = biome_functions(pack_root, &modifiers);
if modifiers.is_empty() && biome_functions.is_empty() {
if modifiers.is_empty() {
return self;
}
let mut loaded: std::collections::HashMap<String, Option<u16>> = Default::default();
@@ -1009,24 +964,7 @@ impl MeshTables {
Some((colormaps.len() - 1) as u16)
})
};
for (tints, colormap) in biome_functions {
self.colormaps.push(Arc::new(colormap));
let i = Some((self.colormaps.len() - 1) as u16);
if tints == [Tint::Water] {
self.water_colormap = i;
}
for info in &mut self.info {
let own = &info.tints[..usize::from(info.tint_count).min(2)];
if own.iter().any(|t| tints.contains(t)) {
info.colormap = i;
}
}
}
let water_function = self.water_colormap;
for (fluid, targets, id) in &modifiers {
if *fluid && water_function.is_some() {
continue;
}
if *fluid {
if targets.matches("minecraft:water", |_| false) {
self.water_colormap = index(id, &mut self.colormaps);
@@ -1557,9 +1495,9 @@ struct Tints<'a> {
/// by colormap and section-local block.
colormaps: &'a [Arc<crate::environment::Colormap>],
water_colormap: Option<u16>,
sampled: crate::fast_hash::FxHashMap<(u16, [i32; 3]), Option<u32>>,
sampled: std::collections::HashMap<(u16, [i32; 3]), Option<u32>>,
/// Each colormap's own colour by block, before the blend averages them.
cells: crate::fast_hash::FxHashMap<(u16, [i32; 3]), Option<u32>>,
cells: std::collections::HashMap<(u16, [i32; 3]), Option<u32>>,
}
impl<'a> Tints<'a> {
fn new(
@@ -1580,8 +1518,8 @@ impl<'a> Tints<'a> {
uniform: None,
colormaps: &[],
water_colormap: None,
sampled: Default::default(),
cells: Default::default(),
sampled: std::collections::HashMap::new(),
cells: std::collections::HashMap::new(),
}
}
/// With the packs' colormaps of `tables`.
@@ -1593,16 +1531,10 @@ impl<'a> Tints<'a> {
/// Colormap `index`'s colour at block `(x, y, z)` (section-local), `None` where its pixel
/// is transparent.
fn colormap(&mut self, index: u16, x: i32, y: i32, z: i32) -> Option<u32> {
let colormap = self.colormaps.get(usize::from(index))?.clone();
// A colormap that ignores the height, over one biome: one colour per column.
let y = if colormap.column && self.uniform_biome().is_some() {
0
} else {
y
};
if let Some(&known) = self.sampled.get(&(index, [x, y, z])) {
return known;
}
let colormap = self.colormaps.get(usize::from(index))?.clone();
// ClientLevel.calculateBlockTint: the mean of the (2r+1)^2 colours around the block, each
// channel summed and divided. A transparent pixel in the square leaves the block's own.
let r = if colormap.biome_blend { self.radius } else { 0 };
@@ -1641,11 +1573,7 @@ impl<'a> Tints<'a> {
if let Some(&known) = self.cells.get(&(index, at)) {
return known;
}
// One biome over the section and its blend margin: no zoom per block.
let id = match self.uniform_biome() {
Some(biome) => biome,
None => Self::biome_id(&self.zoom, self.region, self.plains, self.origin, at),
};
let id = Self::biome_id(&self.zoom, self.region, self.plains, self.origin, at);
let [cx, cz, base_y] = self.origin;
let block = [cx * 16 + at[0], base_y + at[1], cz * 16 + at[2]];
let mut host = crate::environment::BlockHost::new(block, self.biomes.get(id));
@@ -251,117 +251,3 @@ fn a_biome_colormap_blends_over_a_biome_edge_as_the_vanilla_water_tint_does() {
}
assert!(edge_differs, "the square must cross the edge somewhere");
}
#[test]
fn biome_colors_and_a_grass_block_colormap_replace_their_whole_biome_function() {
let biomes = Biomes::from_jsons(&[(
"minecraft:plains",
serde_json::json!({"effects": {"water_color": 0x3F76E4}}),
)]);
// biome_colors gives water a flat green; a block modifier colours oak leaves with a map,
// which Polytone spreads to the whole foliage function.
let root = pack(&[
(
"assets/mypack/polytone/colors.json",
br#"{"biome_colors": {"water": "0x00ff00"}}"#.to_vec(),
),
(
"assets/mypack/polytone/colormaps/leaves.png",
png_row(&[[0, 0, 255, 255]]),
),
(
"assets/mypack/polytone/block_modifiers/oak.json",
br#"{"targets": ["minecraft:oak_leaves"], "colormap": "mypack:leaves"}"#.to_vec(),
),
]);
let modifiers = crate::environment::polytone_colormap_modifiers(&root);
let functions = biome_functions(&root, &modifiers);
let tints: Vec<_> = functions.iter().map(|(t, _)| *t).collect();
assert_eq!(tints.len(), 2);
assert!(tints[0] == [Tint::Foliage] && tints[1] == [Tint::Water]);
let colormaps: Vec<_> = functions.into_iter().map(|(_, c)| Arc::new(c)).collect();
let chunks: Vec<Vec<Chunk>> = (0..3)
.map(|rz| (0..3).map(|rx| filled(rx - 1, rz - 1, 0)).collect())
.collect();
let region: [[Option<&Chunk>; 3]; 3] =
std::array::from_fn(|rz| std::array::from_fn(|rx| Some(&chunks[rz][rx])));
let mut tints = Tints::new(&region, &biomes, BiomeZoom::new(0), 0, [0, 0, 64]);
tints.colormaps = &colormaps;
tints.water_colormap = Some(1);
assert_eq!(tints.water(3, 4, 5), 0x00_FF00);
std::fs::remove_dir_all(root).unwrap();
}
#[test]
fn only_a_colormap_that_ignores_the_height_is_shared_up_a_column() {
let root = pack(&[
(
"assets/mypack/polytone/colormaps/flat.png",
png_row(&[[1, 2, 3, 255]]),
),
(
"assets/mypack/polytone/colormaps/flat.json",
br#"{"x_axis": "biome_id", "y_axis": "r.noise(o.x/60, o.z/60)"}"#.to_vec(),
),
(
"assets/mypack/polytone/colormaps/tall.png",
png_row(&[[1, 2, 3, 255]]),
),
(
"assets/mypack/polytone/colormaps/tall.json",
br#"{"y_axis": "y_level"}"#.to_vec(),
),
]);
let load = |id| crate::environment::Colormap::load(&root, id).unwrap();
assert!(load("mypack:flat").column);
assert!(!load("mypack:tall").column);
std::fs::remove_dir_all(root).unwrap();
}
/// Times a section's colormap tints with the freepack's kind of grass colormap (a biome id
/// column and a noise row) over the default Biome Blend: `cargo test --release ... -- --ignored
/// --nocapture colormap_tint_cost`.
#[test]
#[ignore = "timing, not a check"]
fn colormap_tint_cost() {
const RADIUS: i32 = 2;
const LAYERS: i32 = 16;
let biomes = Biomes::from_jsons(&[(
"minecraft:plains",
serde_json::json!({"effects": {"water_color": 0x3F76E4}}),
)]);
let pixels: Vec<[u8; 4]> = (0..16).map(|i| [i * 16, 200, 64, 255]).collect();
let root = pack(&[
("assets/mypack/polytone/colormaps/grass.png", png_row(&pixels)),
(
"assets/mypack/polytone/colormaps/grass.json",
br#"{"x_axis": "biome_id", "y_axis": "0.5+(r.noise(o.x/60,5+o.z/60)*0.55)", "biome_id_mapper": {"minecraft:plains": 1, "texture_size": 16}}"#
.to_vec(),
),
]);
let colormaps = vec![Arc::new(
crate::environment::Colormap::load(&root, "mypack:grass").unwrap(),
)];
let chunks: Vec<Vec<Chunk>> = (0..3)
.map(|rz| (0..3).map(|rx| filled(rx - 1, rz - 1, 0)).collect())
.collect();
let region: [[Option<&Chunk>; 3]; 3] =
std::array::from_fn(|rz| std::array::from_fn(|rx| Some(&chunks[rz][rx])));
let rounds = 50;
let start = std::time::Instant::now();
let mut check = 0u64;
for _ in 0..rounds {
let mut tints = Tints::new(&region, &biomes, BiomeZoom::new(0), RADIUS, [0, 0, 64]);
tints.colormaps = &colormaps;
for y in 0..LAYERS {
for z in 0..16 {
for x in 0..16 {
check += u64::from(tints.colormap(0, x, y, z).unwrap_or(0));
}
}
}
}
let per = start.elapsed() / rounds;
println!("{LAYERS} layers of 256 blended colormap tints: {per:?} (checksum {check})");
std::fs::remove_dir_all(root).unwrap();
}
+101 -22
View File
@@ -1331,8 +1331,6 @@ pub enum Page {
ModProject,
/// A native mod's settings page: its index in `mods.installed`.
NativeMod(usize),
/// A page a crate registered (`horizon_hooks::pages`): its index in `OptionsUi::pages`.
Added(usize),
/// Horizon's shader packs, either kind (`shader_pack_list`).
ShaderPacks,
/// The picked pack's options: the shader screen (`shader_ui`) at the pack's main screen.
@@ -1392,8 +1390,6 @@ enum Act {
/// A native mod's key (mod, key) waits for a key; a button of its page.
NativeKey(usize, usize),
NativeButton(usize, usize),
/// A registered page's row: (page, row).
PageRow(usize, usize),
OpenModFolder,
/// Browse mods: the page of listing `.0` of `mod_browser`.
ModProject(usize),
@@ -1621,11 +1617,8 @@ pub struct OptionsUi {
/// Key Binds: the mapping waiting for a key ([`NATIVE_KEY`]: a native
/// mod's, `selected_native_key`).
pub selected_key: Option<&'static str>,
/// The native mod's key waiting: (mod, key) in `mods.installed`, or a registered page's
/// (page, row) ([`pages::PAGE_KEY`]).
/// The native mod's key waiting: (mod, key) in `mods.installed`.
selected_native_key: Option<(usize, usize)>,
/// The pages crates registered (`horizon_hooks::pages`).
pages: &'static [&'static dyn horizon_hooks::pages::Page],
/// Bindings: the action waiting for a pad button.
pub selected_pad_action: Option<&'static str>,
/// The glyphs menus show (`Glyphs::of`: the setting, else the pad's family, and a Nintendo
@@ -1737,7 +1730,6 @@ impl Default for OptionsUi {
scrollbar_drag_y: None,
selected_key: None,
selected_native_key: None,
pages: horizon_hooks::pages::engine::all(),
selected_pad_action: None,
pad_glyphs: crate::pad_glyph::Glyphs::default(),
pad_driving: false,
@@ -2375,7 +2367,6 @@ impl OptionsUi {
Page::ModBrowser => "horizon.mods.browse.title",
Page::ModProject => "horizon.mods.browse.project",
Page::NativeMod(_) => "Mod Settings",
Page::Added(i) => pages::title(i),
Page::ShaderPacks => "horizon.pages.shader_packs",
Page::ShaderOptions => "horizon.pages.shader_options",
Page::PackOptions => "horizon.pack.options.title",
@@ -2592,6 +2583,43 @@ impl OptionsUi {
}
rows
}
/// A native mod's page: its name, its keys as Key Binds rows (the
/// player's choice, else the default), then its buttons.
fn native_rows(&self, s: &Settings, i: usize) -> Vec<Row> {
let Some(m) = s.mods.installed.get(i) else {
return Vec::new();
};
let mut rows = vec![Row::Note(m.title.clone())];
let Some(page) = &m.native else {
return rows;
};
let chosen = s.mods.keys.get(&m.id);
for (k, [name, label, default]) in page.keys.iter().enumerate() {
let key = chosen.and_then(|c| c.get(name)).unwrap_or(default);
let mut message = keybinds::display_name(key);
if self.selected_native_key == Some((i, k)) {
message = Text::literal("> ")
.append(message.with_color(text::WHITE))
.append(" <")
.with_color(text::YELLOW);
}
let caption = button(0.0, 0.0, 150.0, Text::literal(label.clone()), Act::None);
let change = button(0.0, 0.0, 150.0, message, Act::NativeKey(i, k));
rows.push(Row::Buttons(inactive(caption), Some(change)));
}
for (b, label) in page.buttons.iter().enumerate() {
let widget = button(
0.0,
0.0,
310.0,
Text::literal(label.clone()),
Act::NativeButton(i, b),
);
rows.push(Row::Buttons(widget, None));
}
rows
}
fn list_rows(&self, s: &Settings) -> Vec<Row> {
match self.page() {
Page::SplitSetup => Vec::new(),
@@ -2656,7 +2684,47 @@ impl OptionsUi {
flush(&mut rows, &mut section);
rows
}
Page::Horizon => self.horizon_rows(s),
Page::Horizon => {
// Two to a row, as vanilla's OptionsList.addSmall lays out
// buttons; each opens one of Horizon's settings pages. Each page has
// one way in: graphics and shader packs are Video Settings' (the graphics
// screen), the controller is Controls', mods are the Options screen's.
let open =
|key: &str, page: Page| button(0.0, 0.0, 150.0, tr(key), Act::Push(page));
vec![
Row::Buttons(
open("horizon.pages.open.extras", Page::Extras),
Some(open("horizon.pages.open.pvp", Page::Pvp)),
),
Row::Buttons(
open(
"horizon.pages.open.split_setup",
if self.split_guest {
Page::SplitProfiles
} else {
Page::SplitSetup
},
),
Some(open("horizon.pages.open.studio", Page::Studio)),
),
// No AI hides the AI Agent page and everything AI.
Row::Buttons(
self.extra_button(s, crate::extras::Item::DiscordPresence),
Some(if s.extras.no_ai {
self.extra_button(s, crate::extras::Item::NoAi)
} else {
open("horizon.pages.open.agent", Page::Agent)
}),
),
]
.into_iter()
.chain(
(!s.extras.no_ai).then(|| {
Row::Buttons(self.extra_button(s, crate::extras::Item::NoAi), None)
}),
)
.collect()
}
Page::Agent => {
let mut rows = vec![Row::Buttons(
self.extra_button(s, crate::extras::Item::AgentControl),
@@ -2939,7 +3007,6 @@ impl OptionsUi {
Page::ModBrowser => self.mod_browser_rows(),
Page::ModProject => self.mod_project_rows(s),
Page::NativeMod(i) => self.native_rows(s, i),
Page::Added(i) => self.added_rows(i),
_ => {
let _ = s;
Vec::new()
@@ -4206,9 +4273,11 @@ impl OptionsUi {
self.push(Page::NativeMod(i));
events.push(Event::NativeSettings(i));
}
Act::NativeKey(i, k) => self.wait_native_key(i, k),
Act::NativeKey(i, k) => {
self.selected_key = Some(NATIVE_KEY);
self.selected_native_key = Some((i, k));
}
Act::NativeButton(i, b) => events.push(Event::NativeButton(i, b)),
Act::PageRow(p, r) => events.extend(self.page_act(p, r, self.shift)),
Act::OpenModFolder => events.push(Event::OpenModFolder),
Act::ModProject(i) => {
if let Some(listing) = self.mod_browser.listings.get(i) {
@@ -4712,10 +4781,19 @@ impl OptionsUi {
let Some(name) = self.selected_key.take() else {
return Vec::new();
};
if name == NATIVE_KEY || name == pages::PAGE_KEY {
return self.bind_native_key(s, name, value);
if name == NATIVE_KEY {
let (i, k) = self.selected_native_key.take().unwrap_or_default();
let Some(m) = s.mods.installed.get(i) else {
return Vec::new();
};
let Some([key, ..]) = m.native.as_ref().and_then(|p| p.keys.get(k)) else {
return Vec::new();
};
let keys = s.mods.keys.entry(m.id.clone()).or_default();
keys.insert(key.clone(), value);
return vec![Event::Changed];
}
if !s.extras.set_key(name, value.clone()) {
if !s.extras.set_key(name, value.clone()) && !s.horizon.set_key(name, value.clone()) {
s.keys.set(name, &value);
}
vec![Event::Changed]
@@ -5095,9 +5173,11 @@ impl OptionsUi {
self.push(Page::NativeMod(i));
events.push(Event::NativeSettings(i));
}
Act::NativeKey(i, k) => self.wait_native_key(i, k),
Act::NativeKey(i, k) => {
self.selected_key = Some(NATIVE_KEY);
self.selected_native_key = Some((i, k));
}
Act::NativeButton(i, b) => events.push(Event::NativeButton(i, b)),
Act::PageRow(p, r) => events.extend(self.page_act(p, r, shift)),
Act::OpenModFolder => events.push(Event::OpenModFolder),
Act::ModProject(i) => {
if let Some(listing) = self.mod_browser.listings.get(i) {
@@ -7268,7 +7348,7 @@ mod tests {
MouseButton::Back,
MouseButton::Forward,
] {
for name in [SORT_KEY, "key.jump"] {
for name in [SORT_KEY, crate::graphics::HDR_KEY, "key.jump"] {
let mut ui = OptionsUi::default();
let mut s = Settings::default();
ui.selected_key = Some(name);
@@ -7277,6 +7357,7 @@ mod tests {
let value = keybinds::mouse_name(button);
match name {
SORT_KEY => assert_eq!(s.extras.sort_key, value),
crate::graphics::HDR_KEY => assert_eq!(s.horizon.hdr_key, value),
_ => assert_eq!(s.keys.get(name), value),
}
assert_eq!(Extras::parse(&s.extras.serialize()), s.extras);
@@ -8358,5 +8439,3 @@ mod tests {
#[cfg(test)]
#[path = "options_ui_graphics_tests.rs"]
mod graphics_tests;
#[path = "options_ui_pages.rs"]
mod pages;
@@ -1,327 +0,0 @@
//! The pages crates add to the options screens: a native mod's settings page (its keys and
//! buttons), and the pages crates above the engine register (`horizon_hooks::pages`, docs/layers.md
//! "Platform registries") with their entries on Horizon Settings. Kept out of options_ui.rs, which
//! may not grow (tools/check_file_size.py).
use super::*;
use horizon_hooks::pages as added;
/// `selected_key` while a registered page's key waits (`selected_native_key`: page, row).
pub(super) const PAGE_KEY: &str = "horizon.pageKey";
/// A registered page's title (a translation key).
pub(super) fn title(page: usize) -> &'static str {
added::engine::all().get(page).map_or("", |p| p.title())
}
fn label_text(label: added::Label) -> Text {
match label {
added::Label::Key(key) => tr(key),
added::Label::Value(value) => Text::literal(value),
}
}
impl OptionsUi {
/// Horizon Settings: its pages, then the pages crates registered for it.
pub(super) fn horizon_rows(&self, s: &Settings) -> Vec<Row> {
// Two to a row, as vanilla's OptionsList.addSmall lays out
// buttons; each opens one of Horizon's settings pages. Each page has
// one way in: graphics and shader packs are Video Settings' (the graphics
// screen), the controller is Controls', mods are the Options screen's.
let open = |key: &str, page: Page| button(0.0, 0.0, 150.0, tr(key), Act::Push(page));
let mut rows: Vec<Row> = vec![
Row::Buttons(
open("horizon.pages.open.extras", Page::Extras),
Some(open("horizon.pages.open.pvp", Page::Pvp)),
),
Row::Buttons(
open(
"horizon.pages.open.split_setup",
if self.split_guest {
Page::SplitProfiles
} else {
Page::SplitSetup
},
),
Some(open("horizon.pages.open.studio", Page::Studio)),
),
// No AI hides the AI Agent page and everything AI.
Row::Buttons(
self.extra_button(s, crate::extras::Item::DiscordPresence),
Some(if s.extras.no_ai {
self.extra_button(s, crate::extras::Item::NoAi)
} else {
open("horizon.pages.open.agent", Page::Agent)
}),
),
]
.into_iter()
.chain(
(!s.extras.no_ai)
.then(|| Row::Buttons(self.extra_button(s, crate::extras::Item::NoAi), None)),
)
.collect();
self.added_entries(&mut rows);
rows
}
/// The entries of the pages registered for Horizon Settings, two to a row like the engine's.
fn added_entries(&self, rows: &mut Vec<Row>) {
let mut entries = self
.pages
.iter()
.enumerate()
.filter(|(_, page)| page.place() == added::Place::HorizonSettings)
.map(|(i, page)| button(0.0, 0.0, 150.0, tr(page.title()), Act::Push(Page::Added(i))));
while let Some(first) = entries.next() {
rows.push(Row::Buttons(first, entries.next()));
}
}
/// A registered page's rows, asked of it each time the page is drawn.
pub(super) fn added_rows(&self, page: usize) -> Vec<Row> {
let Some(registered) = self.pages.get(page) else {
return Vec::new();
};
let mut rows = Vec::new();
registered.rows(&mut rows);
rows.into_iter()
.enumerate()
.map(|(r, row)| self.added_row(page, r, row))
.collect()
}
fn added_row(&self, page: usize, r: usize, row: added::Row) -> Row {
let act = Act::PageRow(page, r);
let wide = |label: Text| Row::Buttons(button(0.0, 0.0, 310.0, label, act.clone()), None);
match row {
added::Row::Heading(key) => Row::Heading(key.to_owned()),
added::Row::Note(text) => Row::Note(text),
added::Row::Toggle { label, on } => wide(generic(label, on_off(on))),
added::Row::Cycle { label, value } => wide(generic(label, label_text(value))),
added::Row::Button { label } => wide(tr(label)),
added::Row::Key { label, key } => {
let mut message = keybinds::display_name(&key);
if self.selected_key == Some(PAGE_KEY)
&& self.selected_native_key == Some((page, r))
{
message = Text::literal("> ")
.append(message.with_color(text::WHITE))
.append(" <")
.with_color(text::YELLOW);
}
let caption = button(0.0, 0.0, 150.0, tr(label), Act::None);
let change = button(0.0, 0.0, 150.0, message, act);
Row::Buttons(inactive(caption), Some(change))
}
// A row kind newer than this engine: shown empty.
_ => Row::Note(String::new()),
}
}
/// A registered page's row was pressed: a key row waits for a key, any other row hears it.
pub(super) fn page_act(&mut self, page: usize, r: usize, shift: bool) -> Vec<Event> {
let Some(registered) = self.pages.get(page) else {
return Vec::new();
};
let mut rows = Vec::new();
registered.rows(&mut rows);
match rows.get(r) {
Some(added::Row::Key { .. }) => {
self.selected_key = Some(PAGE_KEY);
self.selected_native_key = Some((page, r));
Vec::new()
}
Some(_) => {
registered.act(
r,
if shift {
added::Act::PressBack
} else {
added::Act::Press
},
);
vec![Event::Changed]
}
None => Vec::new(),
}
}
/// A native mod's page: its name, its keys as Key Binds rows (the
/// player's choice, else the default), then its buttons.
pub(super) fn native_rows(&self, s: &Settings, i: usize) -> Vec<Row> {
let Some(m) = s.mods.installed.get(i) else {
return Vec::new();
};
let mut rows = vec![Row::Note(m.title.clone())];
let Some(page) = &m.native else {
return rows;
};
let chosen = s.mods.keys.get(&m.id);
for (k, [name, label, default]) in page.keys.iter().enumerate() {
let key = chosen.and_then(|c| c.get(name)).unwrap_or(default);
let mut message = keybinds::display_name(key);
if self.selected_native_key == Some((i, k)) {
message = Text::literal("> ")
.append(message.with_color(text::WHITE))
.append(" <")
.with_color(text::YELLOW);
}
let caption = button(0.0, 0.0, 150.0, Text::literal(label.clone()), Act::None);
let change = button(0.0, 0.0, 150.0, message, Act::NativeKey(i, k));
rows.push(Row::Buttons(inactive(caption), Some(change)));
}
for (b, label) in page.buttons.iter().enumerate() {
let widget = button(
0.0,
0.0,
310.0,
Text::literal(label.clone()),
Act::NativeButton(i, b),
);
rows.push(Row::Buttons(widget, None));
}
rows
}
/// A native mod's key waits for the next key or button pressed.
pub(super) fn wait_native_key(&mut self, i: usize, k: usize) {
self.selected_key = Some(NATIVE_KEY);
self.selected_native_key = Some((i, k));
}
/// The key pressed for the native mod's key, or the registered page's ([`PAGE_KEY`]), that
/// waited for one.
pub(super) fn bind_native_key(
&mut self,
s: &mut Settings,
name: &str,
value: String,
) -> Vec<Event> {
let (i, k) = self.selected_native_key.take().unwrap_or_default();
if name == PAGE_KEY {
if let Some(page) = self.pages.get(i) {
page.act(k, added::Act::Bind(value));
}
return vec![Event::Changed];
}
let Some(m) = s.mods.installed.get(i) else {
return Vec::new();
};
let Some([key, ..]) = m.native.as_ref().and_then(|p| p.keys.get(k)) else {
return Vec::new();
};
let keys = s.mods.keys.entry(m.id.clone()).or_default();
keys.insert(key.clone(), value);
vec![Event::Changed]
}
}
#[cfg(test)]
mod tests {
use super::*;
use std::sync::Mutex;
/// A page with a heading, a switch, a number that steps either way and a key.
struct Sample {
on: Mutex<bool>,
step: Mutex<i32>,
key: Mutex<String>,
}
impl added::Page for Sample {
fn id(&self) -> &'static str {
"test.sample"
}
fn title(&self) -> &'static str {
"test.sample.title"
}
fn place(&self) -> added::Place {
added::Place::HorizonSettings
}
fn rows(&self, rows: &mut Vec<added::Row>) {
rows.push(added::Row::Heading("test.sample.heading"));
rows.push(added::Row::Toggle {
label: "test.sample.switch",
on: *self.on.lock().unwrap(),
});
rows.push(added::Row::Cycle {
label: "test.sample.step",
value: added::Label::Value(self.step.lock().unwrap().to_string()),
});
rows.push(added::Row::Key {
label: "test.sample.key",
key: self.key.lock().unwrap().clone(),
});
}
fn act(&self, row: usize, act: added::Act) {
match (row, act) {
(1, added::Act::Press) => {
let mut on = self.on.lock().unwrap();
*on = !*on;
}
(2, added::Act::Press) => *self.step.lock().unwrap() += 1,
(2, added::Act::PressBack) => *self.step.lock().unwrap() -= 1,
(3, added::Act::Bind(key)) => *self.key.lock().unwrap() = key,
other => panic!("row and act the page doesn't expect: {other:?}"),
}
}
}
static SAMPLE: Sample = Sample {
on: Mutex::new(false),
step: Mutex::new(0),
key: Mutex::new(String::new()),
};
static PAGES: [&dyn added::Page; 1] = [&SAMPLE];
/// Clicks the active button that does `act`, with Shift held or not.
fn press(ui: &mut OptionsUi, s: &mut Settings, act: Act, shift: bool) -> Vec<Event> {
let size = (480.0, 240.0);
let (widgets, ..) = ui.layout(s, size.0, size.1);
let (x, y) = widgets
.iter()
.find_map(|w| match &w.kind {
WKind::Button {
act: a,
active: true,
..
} if *a == act => Some((w.x + 1.0, w.y + 1.0)),
_ => None,
})
.unwrap_or_else(|| panic!("no button does {act:?}"));
ui.shift = shift;
let atlas = super::super::tests::atlas();
ui.click(s, &atlas, x, y, size, [480, 240], false, false)
}
#[test]
fn a_registered_page_opens_from_horizon_settings_and_hears_its_rows() {
let mut s = Settings::default();
let mut ui = OptionsUi {
pages: &PAGES,
..OptionsUi::default()
};
ui.show(Page::Horizon);
press(&mut ui, &mut s, Act::Push(Page::Added(0)), false);
assert_eq!(ui.page(), Page::Added(0));
// Rows: the heading (0), the switch (1), the step (2), the key (3).
let events = press(&mut ui, &mut s, Act::PageRow(0, 1), false);
assert_eq!(
events.last(),
Some(&Event::Changed),
"the settings get saved"
);
assert!(*SAMPLE.on.lock().unwrap());
press(&mut ui, &mut s, Act::PageRow(0, 2), false);
press(&mut ui, &mut s, Act::PageRow(0, 2), true);
press(&mut ui, &mut s, Act::PageRow(0, 2), true);
assert_eq!(*SAMPLE.step.lock().unwrap(), -1, "Shift steps back");
// A key row waits for the next key, as on Key Binds, and the page gets its name.
press(&mut ui, &mut s, Act::PageRow(0, 3), false);
let atlas = super::super::tests::atlas();
let events = ui.key(&mut s, &atlas, winit::keyboard::KeyCode::KeyZ, None);
assert_eq!(events, [Event::Changed]);
assert_eq!(*SAMPLE.key.lock().unwrap(), "key.keyboard.z");
assert_eq!(ui.selected_key, None);
}
}
@@ -2,8 +2,6 @@
//! `redstone.<power>`), for drawing only: the pack recolours collars, tropical fish, banners, wool,
//! sign text and redstone wire and dust, while gameplay (crafting, item data, the beacon) keeps
//! vanilla's `DyeColor`. Lock-free: the draw paths and the mesher's workers read it per face.
use std::path::Path;
use std::sync::RwLock;
use std::sync::atomic::{AtomicU64, Ordering::Relaxed};
use crate::block_entity_render::DYES;
@@ -32,96 +30,6 @@ pub fn set(colors: &PackColors) {
}
}
/// An item modifier's `bar_color` of the `damage` type: a row of colours picked by the stack's
/// damage, the first pixel undamaged, the last at full damage (measured on the real mod).
struct DamageBar {
targets: horizon_polytone::Targets,
row: Vec<u32>,
}
static ITEM_BARS: RwLock<Vec<DamageBar>> = RwLock::new(Vec::new());
/// Reads the packs' item modifiers' durability bar colours under a pack overlay root: an
/// `<item>_bar.png` alone, or a json whose `bar_color` is `damage` with its `<name>_bar.png` (or
/// `<name>.png`) beside it. Colormap ids and inline colormaps aren't read.
pub fn set_item_bars(root: &Path) {
let mut bars = Vec::new();
for namespace in std::fs::read_dir(root.join("assets"))
.into_iter()
.flatten()
.flatten()
{
let base = namespace.path().join("polytone/item_modifiers");
let mut stack = vec![base.clone()];
while let Some(dir) = stack.pop() {
for entry in std::fs::read_dir(&dir).into_iter().flatten().flatten() {
let path = entry.path();
if path.is_dir() {
stack.push(path);
} else if let Some(bar) = item_bar(root, &base, &path) {
bars.push(bar);
}
}
}
}
*ITEM_BARS.write().unwrap_or_else(|e| e.into_inner()) = bars;
}
fn item_bar(root: &Path, base: &Path, path: &Path) -> Option<DamageBar> {
let name = path.file_name()?.to_str()?;
let row = |png: &Path| {
let (width, _, rgba) = crate::sprites::read_rgba(png).ok()?;
let row: Vec<u32> = rgba[..width as usize * 4]
.as_chunks::<4>()
.0
.iter()
.map(|p| u32::from(p[0]) << 16 | u32::from(p[1]) << 8 | u32::from(p[2]))
.collect();
(!row.is_empty()).then_some(row)
};
if let Some(stem) = name.strip_suffix("_bar.png") {
// A json of the same name owns its png.
if path.with_file_name(format!("{stem}.json")).exists() {
return None;
}
let relative = path.parent()?.strip_prefix(base).ok()?.join(stem);
let namespace = base.parent()?.parent()?.file_name()?.to_str()?;
let id = format!("{namespace}:{}", relative.to_str()?.replace('\\', "/"));
let targets = horizon_polytone::Targets::parse(None, Some(&id)).ok()?;
return Some(DamageBar {
targets,
row: row(path)?,
});
}
let stem = name.strip_suffix(".json")?;
let json: serde_json::Value = horizon_world::json_file::read(path).ok()?;
if json.get("bar_color")?.as_str()? != "damage" {
return None;
}
let png = [format!("{stem}_bar.png"), format!("{stem}.png")]
.into_iter()
.map(|png| path.with_file_name(png))
.find(|png| png.exists())?;
let relative = path.strip_prefix(root).unwrap_or(path).to_string_lossy();
let implicit = horizon_polytone::implicit_id(&relative, "item_modifiers");
let targets =
horizon_polytone::Targets::parse(json.get("targets"), implicit.as_deref()).ok()?;
Some(DamageBar {
targets,
row: row(&png)?,
})
}
/// A pack's durability bar colour (RGB) for an item at this damage (0 to 1).
pub fn item_bar_color(item: &str, damage: f32) -> Option<u32> {
let bars = ITEM_BARS.read().unwrap_or_else(|e| e.into_inner());
let bar = bars
.iter()
.rev()
.find(|b| b.targets.matches(item, |_| false))?;
let last = (bar.row.len() - 1) as f32;
Some(bar.row[(damage.clamp(0.0, 1.0) * last).round() as usize])
}
fn read(table: &[AtomicU64; 16], i: usize) -> Option<u32> {
let v = table[i & 15].load(Relaxed);
(v != 0).then_some(v as u32)
@@ -188,49 +96,4 @@ mod tests {
assert_eq!(sheep_wool(pink as u8), 0xB6687F);
std::fs::remove_dir_all(&dir).ok();
}
fn png_row(path: &Path, pixels: &[[u8; 3]]) {
std::fs::create_dir_all(path.parent().unwrap()).unwrap();
let file = std::fs::File::create(path).unwrap();
let mut encoder = png::Encoder::new(file, pixels.len() as u32, 1);
encoder.set_color(png::ColorType::Rgba);
let data: Vec<u8> = pixels
.iter()
.flat_map(|p| [p[0], p[1], p[2], 255])
.collect();
encoder
.write_header()
.unwrap()
.write_image_data(&data)
.unwrap();
}
#[test]
fn a_damage_bar_picks_its_pixel_by_the_stacks_damage() {
let dir = std::env::temp_dir().join(format!("pack-bars-{}", std::process::id()));
let modifiers = dir.join("assets/minecraft/polytone/item_modifiers");
let rgby = [[255, 0, 0], [0, 255, 0], [0, 0, 255], [255, 255, 0]];
png_row(&modifiers.join("diamond_pickaxe_bar.png"), &rgby);
std::fs::write(
modifiers.join("tools.json"),
r#"{"targets": ["minecraft:iron_axe"], "bar_color": "damage"}"#,
)
.unwrap();
png_row(&modifiers.join("tools_bar.png"), &[[1, 2, 3], [4, 5, 6]]);
set_item_bars(&dir);
// The real mod: damage 200 of 1561 shows the first pixel, 1400 the last.
assert_eq!(
item_bar_color("minecraft:diamond_pickaxe", 200.0 / 1561.0),
Some(0xFF0000)
);
assert_eq!(
item_bar_color("minecraft:diamond_pickaxe", 1400.0 / 1561.0),
Some(0xFFFF00)
);
assert_eq!(item_bar_color("minecraft:iron_axe", 0.9), Some(0x040506));
assert_eq!(item_bar_color("minecraft:diamond_shovel", 0.5), None);
set_item_bars(&dir.join("none"));
assert_eq!(item_bar_color("minecraft:diamond_pickaxe", 0.5), None);
std::fs::remove_dir_all(&dir).ok();
}
}
+87 -57
View File
@@ -4,7 +4,6 @@
//! Horizon Settings > PvP & HUD. Every option is off by default, so the game looks like
//! vanilla until the player changes one, and none of them shows anything vanilla doesn't
//! already tell the player.
use horizon_hooks::look::Look;
/// Colours the PvP options pick from. `Inverted` is vanilla's crosshair blend: the colour
/// under it, inverted.
@@ -264,6 +263,15 @@ impl ViewWeather {
Self::ALL.into_iter().find(|c| c.name() == s)
}
}
/// The day time this player sees with `fixed` set: the same day (the moon's phase follows the
/// world's), at that time.
pub fn view_day_time(world: i64, fixed: Option<ViewTime>) -> i64 {
match fixed {
Some(t) => world.div_euclid(24000) * 24000 + t.day_time(),
None => world,
}
}
/// The crosshair's look. Its defaults draw vanilla's: a 15-pixel cross, one pixel thick,
/// inverting what is under it.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
@@ -520,36 +528,24 @@ impl Hit {
}
}
/// What the renderer reads of these options each frame (`FrameInputs::pvp`); the default is
/// vanilla's look.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct Frame {
/// The block outline's stroke ([`Outline::stroke`]).
pub outline: Option<(u32, f32)>,
/// The hurt overlay texel ([`Hit::texel`]), 0 for vanilla's.
pub hurt_texel: u32,
/// The glint's colour ([`Tweaks::glint_texel`]), 0 for vanilla's.
pub glint: u32,
}
impl Pvp {
/// What the engine reads of these options (`horizon_hooks::look`): all it draws differently.
/// Sets PvP & HUD's fields of `look`, the others' stay.
pub fn apply(&self, look: &mut Look) {
let (c, t) = (self.combat, self.tweaks);
look.legacy_pose = c.legacy;
look.hide_attack_indicator = c.legacy && !c.indicator;
look.mute_attack_sounds = c.legacy && c.sounds;
look.hide_attack_particles = c.legacy;
look.frame.outline = self.outline.stroke();
look.frame.hurt_texel = self.hit.texel();
look.frame.glint = t.glint_texel();
look.shield_size = t.shield_size;
look.totem_scale = f32::from(t.totem_size) / 100.0;
look.fire_lower = f32::from(t.fire_lower) / 100.0;
look.clear_lava = t.clear_lava;
look.clear_water = t.clear_water;
look.chat.timestamps = self.chat.timestamps;
look.chat.compact = self.chat.compact;
look.chat.copy = self.chat.copy;
look.chat.search = self.chat.search;
look.hide_effect_icons = self.hud.effects;
look.time_of_day = t.time.map(ViewTime::day_time);
look.weather = t.weather.map(ViewWeather::levels);
}
/// [`Pvp::apply`] on vanilla's look.
pub fn look(&self) -> Look {
let mut look = Look::default();
self.apply(&mut look);
look
pub fn frame(&self) -> Frame {
Frame {
outline: self.outline.stroke(),
hurt_texel: self.hit.texel(),
glint: self.tweaks.glint_texel(),
}
}
}
@@ -745,6 +741,15 @@ pub struct ChatOptions {
/// Ctrl+F in the chat searches the chat's messages.
pub search: bool,
}
impl ChatOptions {
/// What `chat::Chat` lays its lines out with.
pub fn qol(&self) -> crate::chat::ChatQol {
crate::chat::ChatQol {
timestamps: self.timestamps,
compact: self.compact,
}
}
}
/// Combat feel (`docs/pvp.md`): how fights look. Legacy draws them as 1.8.9 did; what the
/// game sends to a server never changes, so a vanilla server and its anticheat see 26.3.
@@ -761,6 +766,21 @@ pub struct Combat {
/// (`horizon_client::legacy_combat`). Never used as a client of a server.
pub rules: bool,
}
impl Combat {
/// Whether this client leaves out sound `name` a server sent: under Legacy with its
/// sounds, the `entity.player.attack.*` family (strong, weak, crit, sweep, knockback,
/// nodamage), which 1.9 brought with the attack cooldown.
pub fn mutes_sound(&self, name: &str) -> bool {
let name = name.strip_prefix("minecraft:").unwrap_or(name);
self.legacy && self.sounds && name.starts_with("entity.player.attack.")
}
/// Whether this client leaves out particles of `ty` a server sent: under Legacy, the
/// sweep and the damage hearts, which 1.9 brought (1.8.9's hits show crits only).
pub fn hides_particle(&self, ty: crate::particles::ParticleType) -> bool {
use crate::particles::ParticleType as T;
self.legacy && matches!(ty, T::SweepAttack | T::DamageIndicator)
}
}
#[derive(Clone, Debug, PartialEq)]
pub struct Pvp {
@@ -1687,6 +1707,18 @@ mod tests {
assert_eq!(fresh.extras.pvp.tweaks.fire_lower, PRESET_FIRE_LOWER);
}
#[test]
fn a_fixed_time_keeps_the_worlds_day() {
// Day 9 at 5000: the moon's phase (the day number) stays, the time of day is the chosen.
let world = 9 * 24000 + 5000;
assert_eq!(view_day_time(world, None), world);
assert_eq!(
view_day_time(world, Some(ViewTime::Midnight)),
9 * 24000 + 18000
);
assert_eq!(view_day_time(-100, Some(ViewTime::Noon)), -24000 + 6000);
}
#[test]
fn the_glint_colour_reaches_the_shaders_as_rgb_bytes() {
let mut t = Tweaks::default();
@@ -1773,33 +1805,31 @@ mod tests {
}
}
/// Legacy leaves out what 1.9 added to a hit: its sounds only with the sounds option, the
/// sweep and hearts always; the indicator stays when kept. Modern changes nothing.
#[test]
fn combat_feel_reaches_the_look() {
let mut pvp = Pvp::default();
assert_eq!(pvp.look(), Look::default(), "vanilla's look");
let strong = "minecraft:entity.player.attack.strong";
pvp.combat.legacy = true;
let look = pvp.look();
assert!(look.legacy_pose && look.hide_attack_particles && look.hide_attack_indicator);
assert!(!look.mutes_sound(strong), "only with the sounds option");
pvp.combat.sounds = true;
pvp.combat.indicator = true;
let look = pvp.look();
assert!(look.mutes_sound(strong) && !look.hide_attack_indicator);
}
#[test]
fn view_time_weather_and_sizes_reach_the_look() {
let mut pvp = Pvp::default();
pvp.tweaks.time = Some(ViewTime::Midnight);
pvp.tweaks.weather = Some(ViewWeather::Thunder);
pvp.tweaks.totem_size = 50;
pvp.tweaks.fire_lower = 40;
let look = pvp.look();
assert_eq!(look.day_time(9 * 24000 + 5000), 9 * 24000 + 18000);
assert_eq!(look.weather, Some((1.0, 1.0)));
assert_eq!((look.totem_scale, look.fire_lower), (0.5, 0.4));
fn legacy_leaves_out_what_1_9_added_to_a_hit() {
use crate::particles::ParticleType as T;
let modern = Combat::default();
let legacy = Combat {
legacy: true,
..Combat::default()
};
let sounds = Combat {
sounds: true,
..legacy
};
for name in [
"minecraft:entity.player.attack.strong",
"entity.player.attack.sweep",
"minecraft:entity.player.attack.nodamage",
] {
assert!(sounds.mutes_sound(name), "{name}");
assert!(!legacy.mutes_sound(name), "only with the sounds option");
assert!(!modern.mutes_sound(name));
}
// 1.8.9 had the hurt sound: it stays.
assert!(!sounds.mutes_sound("minecraft:entity.player.hurt"));
assert!(legacy.hides_particle(T::SweepAttack) && legacy.hides_particle(T::DamageIndicator));
assert!(!legacy.hides_particle(T::Crit) && !legacy.hides_particle(T::EnchantedHit));
assert!(!modern.hides_particle(T::SweepAttack));
}
}
@@ -337,13 +337,6 @@ impl Settings {
.and_then(|mode| self.video_modes.iter().position(|m| *m == mode))
.map_or(-1, |i| i as i32)
}
/// Loads only the crates' settings stores (`horizon_hooks::settings`) from the files next to
/// `path`, into the seat whose turn it is (`horizon_hooks::seat`): a splitscreen player whose
/// settings were made from P1's rather than loaded.
pub fn load_stores(path: &Path) {
let dir = path.parent();
horizon_hooks::settings::engine::load(&mut |file| fs::read_to_string(dir?.join(file)).ok());
}
pub fn load(path: &Path) -> Self {
let mut horizon = path
.parent()
@@ -369,13 +362,6 @@ impl Settings {
.and_then(|dir| fs::read_to_string(dir.join(crate::extras::FILE)).ok())
.unwrap_or_default();
let mut extras = crate::extras::Extras::parse(&extras_text);
// The settings stores of the crates above the engine: their lines of this file, or of
// their own (docs/layers.md, "Platform registries").
horizon_hooks::settings::engine::load(&mut |file| match path.parent() {
_ if file == crate::extras::FILE => Some(extras_text.clone()),
Some(dir) => fs::read_to_string(dir.join(file)).ok(),
None => None,
});
// The enabled mods are the game folder's, shared by its players (`--player-dir`).
let mods = path
.parent()
@@ -704,7 +690,6 @@ impl Settings {
let mut extras = self.extras.clone();
extras.emote_key = self.keys.get("key.emote").to_owned();
extras.save(dir);
horizon_hooks::settings::engine::save_own(dir, &[crate::extras::FILE]);
self.mods.save(&crate::logging::shared_dir(dir));
}
}
+45 -10
View File
@@ -549,9 +549,6 @@ pub struct Streaming {
pub mod_forced: HashSet<(i32, i32)>,
/// No work is scheduled while paused (title screen).
pub paused: bool,
/// Finished meshes the renderer has not taken yet (the game's pending
/// uploads): they count against the meshing room as the jobs do.
pub upload_backlog: usize,
/// Dimension flags: sky light, Nether face shading.
pub sky_light: bool,
pub nether_shading: bool,
@@ -1065,9 +1062,7 @@ pub struct WorkerContext {
pub biomes: Arc<crate::biome::Biomes>,
pub light: Arc<LightTables>,
}
mod bounded;
mod relight_now;
use bounded::nearest_first;
impl Streaming {
pub fn new<G: ChunkGenerator>(
generator: Arc<G>,
@@ -1152,7 +1147,6 @@ impl Streaming {
forced: HashSet::new(),
mod_forced: HashSet::new(),
paused: false,
upload_backlog: 0,
sky_light: true,
nether_shading: false,
shader_pack_lighting: false,
@@ -2089,10 +2083,7 @@ impl Streaming {
// jobs went stale long before a worker reached them (#3629). What
// stays dirty is asked for again, from the current centre, as
// capacity frees; `requeue` then has a small queue to keep close.
// Meshes waiting for upload count too: when uploads fall behind (a
// low frame rate at a wide distance), meshing on held gigabytes of
// them until the system swapped.
let room = (self.workers * 32).saturating_sub(self.meshing.len() + self.upload_backlog);
let room = (self.workers * 32).saturating_sub(self.meshing.len());
nearest_first(&mut candidates, room);
for (_, x, z, sections) in candidates.drain(..) {
let Some(region) = Self::region(world, x, z) else {
@@ -3030,6 +3021,19 @@ fn light_region_ready(
}
true
}
/// The nearest `room` of the `candidates`, ordered: the light and mesh
/// stages submit bounded work, chosen from everything that is ready each
/// `update`, so what runs is always the nearest of what is left — chosen
/// again, from the current centre, as capacity frees, the way vanilla's
/// chunk task queues follow the current ticket levels. The selection is
/// O(n); the sort orders only what is submitted.
fn nearest_first<T: Ord>(candidates: &mut Vec<T>, room: usize) {
if candidates.len() > room {
candidates.select_nth_unstable(room);
candidates.truncate(room);
}
candidates.sort_unstable();
}
/// What `keep_unchanged_sections` found changed.
#[derive(Debug, Default, PartialEq)]
struct Resent {
@@ -3582,6 +3586,37 @@ mod tests {
assert_eq!(pops(queue), [None]);
}
/// The light and mesh stages submit bounded work, the nearest first:
/// what exceeds the room stays dirty, to be chosen again — from the
/// current centre — as capacity frees. Submitted whole, the queue once
/// held every ready column's jobs and grew with the render distance
/// (#3629); ties break by position, so the choice is deterministic.
#[test]
fn bounded_submission_takes_the_nearest_first() {
let candidates: Vec<(i64, i32, i32, u32)> = (0..40i32)
.map(|i| {
let (x, z) = (i / 8 - 2, i % 8 - 3);
(
i64::from((x - 3).pow(2) + (z - 2).pow(2)),
x,
z,
1 << (i % 24),
)
})
.collect();
let mut expected = candidates.clone();
expected.sort_unstable();
let mut none = candidates.clone();
nearest_first(&mut none, 0);
assert!(none.is_empty());
let mut nearest = candidates;
nearest_first(&mut nearest, 5);
assert_eq!(nearest, expected[..5]);
let mut past = expected.clone();
nearest_first(&mut past, expected.len() + 10);
assert_eq!(past, expected);
}
/// What the scheduler counts as ready to light: every neighbour a
/// finished column, or a decorated proto chunk past the area — the
/// walk `light_region` makes without its snapshot.
@@ -1,52 +0,0 @@
//! Bounded submission: the light and mesh stages hand the workers only the
//! nearest of what is ready.
/// The nearest `room` of the `candidates`, ordered: the light and mesh
/// stages submit bounded work, chosen from everything that is ready each
/// `update`, so what runs is always the nearest of what is left — chosen
/// again, from the current centre, as capacity frees, the way vanilla's
/// chunk task queues follow the current ticket levels. The selection is
/// O(n); the sort orders only what is submitted.
pub(super) fn nearest_first<T: Ord>(candidates: &mut Vec<T>, room: usize) {
if candidates.len() > room {
candidates.select_nth_unstable(room);
candidates.truncate(room);
}
candidates.sort_unstable();
}
#[cfg(test)]
mod tests {
use super::*;
/// The light and mesh stages submit bounded work, the nearest first:
/// what exceeds the room stays dirty, to be chosen again — from the
/// current centre — as capacity frees. Submitted whole, the queue once
/// held every ready column's jobs and grew with the render distance
/// (#3629); ties break by position, so the choice is deterministic.
#[test]
fn bounded_submission_takes_the_nearest_first() {
let candidates: Vec<(i64, i32, i32, u32)> = (0..40i32)
.map(|i| {
let (x, z) = (i / 8 - 2, i % 8 - 3);
(
i64::from((x - 3).pow(2) + (z - 2).pow(2)),
x,
z,
1 << (i % 24),
)
})
.collect();
let mut expected = candidates.clone();
expected.sort_unstable();
let mut none = candidates.clone();
nearest_first(&mut none, 0);
assert!(none.is_empty());
let mut nearest = candidates;
nearest_first(&mut nearest, 5);
assert_eq!(nearest, expected[..5]);
let mut past = expected.clone();
nearest_first(&mut past, expected.len() + 10);
assert_eq!(past, expected);
}
}
+5 -37
View File
@@ -138,10 +138,6 @@ fn scaling(sprite: &str, r: &Rect) -> NineSlice {
| "horizon/jei/button_disabled_v2"
| "horizon/jei/button_highlight_v2" => [6; 4],
"horizon/jei/search_background_v2" => [6; 4],
"horizon/jei/interactive_ingredient_tooltip_background" => [16; 4],
"horizon/jei/recipe_preview_background_v2" => [16; 4],
"horizon/jei/scrollbar_background_v2" => [6; 4],
"horizon/jei/scrollbar_marker_v2" => [2, 2, 2, 1],
"gui/sprites/widget/button"
| "gui/sprites/widget/button_highlighted"
| "gui/sprites/widget/button_disabled" => [3; 4],
@@ -810,14 +806,8 @@ fn slider_sprites(hover: bool, active: bool, dragging: bool) -> (&'static str, &
slider_sprites_ext(hover, active, false, false, dragging)
}
/// `AbstractSliderButton.getSprite` and `getHandleSprite`: the track outline
/// lights while the slider is focused and its value cannot change
/// (`isActive() && isFocused() && !canChangeValue`), the handle while it is
/// hovered or its value can change (`isActive() && (isHovered || canChangeValue)`).
/// `canChangeValue` is set when the slider is focused with the mouse or Tab and
/// flipped by Enter (`setFocused`, `keyPressed`): Horizon's `can_change_value`
/// for the keyboard, and a drag for the mouse, which focuses it with the value
/// free to change. So a dragged slider keeps its plain track.
/// Track and handle sprites: the track outline shows while dragged or focused with
/// keyboard navigation (!can_change_value), hovering or editing highlights the handle.
fn slider_sprites_ext(
hover: bool,
active: bool,
@@ -825,13 +815,12 @@ fn slider_sprites_ext(
can_change_value: bool,
dragging: bool,
) -> (&'static str, &'static str) {
let can_change_value = can_change_value || dragging;
let track = if active && focused && !can_change_value {
let track = if dragging || (active && focused && !can_change_value) {
"gui/sprites/widget/slider_highlighted"
} else {
"gui/sprites/widget/slider"
};
let handle = if active && (hover || can_change_value) {
let handle = if active && (hover || can_change_value || dragging) {
"gui/sprites/widget/slider_handle_highlighted"
} else {
"gui/sprites/widget/slider_handle"
@@ -2182,38 +2171,17 @@ mod tests {
}
}
/// `AbstractSliderButton.getSprite`/`getHandleSprite`: a focused slider
/// whose value can't change lights its track, a hovered one or one whose
/// value can change (Tab or Enter, or the mouse's drag) lights its handle.
#[test]
fn slider_sprites_follow_focus_and_the_drag() {
// Hovered, at rest: plain track, lit handle.
fn slider_track_is_outlined_only_while_dragged() {
let (track, handle) = slider_sprites(true, true, false);
assert_eq!(track, "gui/sprites/widget/slider");
assert_eq!(handle, "gui/sprites/widget/slider_handle_highlighted");
// Dragged: still a plain track, lit handle.
let (track, handle) = slider_sprites(true, true, true);
assert_eq!(track, "gui/sprites/widget/slider");
assert_eq!(handle, "gui/sprites/widget/slider_handle_highlighted");
// Focused with the arrow keys: the value can't change, the track lights.
let (track, handle) = slider_sprites_ext(false, true, true, false, false);
assert_eq!(track, "gui/sprites/widget/slider_highlighted");
assert_eq!(handle, "gui/sprites/widget/slider_handle");
// Focused with Tab, or Enter pressed on it: the value can change, the handle lights.
let (track, handle) = slider_sprites_ext(false, true, true, true, false);
assert_eq!(track, "gui/sprites/widget/slider");
assert_eq!(handle, "gui/sprites/widget/slider_handle_highlighted");
// Focused while the mouse drags: the track stays plain.
let (track, _) = slider_sprites_ext(true, true, true, false, true);
assert_eq!(track, "gui/sprites/widget/slider");
// Not hovered, not dragged: nothing is lit.
let (track, handle) = slider_sprites(false, true, false);
assert_eq!(track, "gui/sprites/widget/slider");
assert_eq!(handle, "gui/sprites/widget/slider_handle");
// An inactive slider highlights neither, even when focused.
let (track, handle) = slider_sprites_ext(true, false, true, true, true);
assert_eq!(track, "gui/sprites/widget/slider");
assert_eq!(handle, "gui/sprites/widget/slider_handle");
}
#[test]
fn separator_tiles_sample_both_rows_and_clip_the_last_column() {
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Lig skaduwees na jou skerm se donkerste swart. 0: suiwer swart, geen ligting.",
"How bright highlights get. Auto: the peak your system reports.": "Hoe helder hoogtepunte word. Outo: die hoogtepunt wat jou stelsel rapporteer.",
"How bright white looks in the world. Auto: your desktop's white.": "Hoe helder wit in die wêreld lyk. Outo: jou lessenaar se wit.",
"How bright the HUD and menus are, against paper white.": "Hoe helder die HUD en spyskaarte is, teenoor papierwit.",
"How far mobs, crops and machines keep working. CPU time.": "Hoe ver skare, gewasse en masjiene aanhou werk. SVE tyd.",
"How far away mobs and items are drawn, as a share of normal.": "Hoe ver weg skares en items getrek word, as 'n deel van normaal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Slaan terrein oor wat agter geslote gedeeltes versteek is. Af kos baie.",
@@ -366,6 +367,7 @@
"Advanced": "Gevorderd",
"Undo": "Ontdoen",
"Search options": "Soek opsies",
"Shortcut": "Kortpad",
"Distance": "Afstand",
"Display": "Vertoon",
"Interface": "Koppelvlak",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibreer...",
"Calibrate Anyway...": "Kalibreer in elk geval...",
"Use Automatic Setup": "Gebruik outomatiese opstelling",
"Shortcut: %s": "Kortpad: %s",
"Next": "Volgende",
"HDR Calibration %s/%s: %s": "HDR-kalibrasie %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stel die drie hieronder volskerm, een toetsprent op 'n slag.",
"A key that opens this screen from the game. Not bound at first.": "'n Sleutel wat hierdie skerm vanaf die speletjie oopmaak. Eers nie gebonde nie.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Jou skerm het nie gesê hoe helder dit word nie: kalibreer om dit op te stel.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Reeds opgestel vir jou vertoning. Kalibreer slegs as HDR verkeerd lyk.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Plaas Peak Brightness en Paper White terug na jou skerm se opstelling.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "يرفع الظلال إلى أغمق أسود في شاشتك. 0: أسود حقيقي، دون رفع.",
"How bright highlights get. Auto: the peak your system reports.": "كيف تحصل على النقاط البارزة الساطعة. تلقائي: ذروة تقارير النظام الخاص بك.",
"How bright white looks in the world. Auto: your desktop's white.": "مدى سطوع الأبيض في العالم. تلقائي: أبيض سطح المكتب.",
"How bright the HUD and menus are, against paper white.": "مدى سطوع شاشة HUD والقوائم مقابل الورق الأبيض.",
"How far mobs, crops and machines keep working. CPU time.": "إلى أي مدى يستمر الغوغاء والمحاصيل والآلات في العمل. وقت وحدة المعالجة المركزية.",
"How far away mobs and items are drawn, as a share of normal.": "إلى أي مدى يتم رسم الغوغاء والعناصر، كنسبة من المعدل الطبيعي.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "يتخطى التضاريس المخفية خلف الأقسام المغلقة. قبالة تكاليف الكثير.",
@@ -366,6 +367,7 @@
"Advanced": "متقدم",
"Undo": "تراجع",
"Search options": "خيارات البحث",
"Shortcut": "الاختصار",
"Distance": "المسافة",
"Display": "عرض",
"Interface": "واجهة",
@@ -436,9 +438,11 @@
"Calibrate...": "معايرة...",
"Calibrate Anyway...": "معايرة على أية حال...",
"Use Automatic Setup": "استخدم الإعداد التلقائي",
"Shortcut: %s": "الاختصار: %s",
"Next": "التالي",
"HDR Calibration %s/%s: %s": "معايرة HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "لتعيين الصور الثلاثة أدناه بملء الشاشة، صورة اختبارية واحدة في كل مرة.",
"A key that opens this screen from the game. Not bound at first.": "المفتاح الذي يفتح هذه الشاشة من اللعبة. غير ملزمة في البداية.",
"Your display didn't say how bright it gets: calibrate to set it up.": "لم توضح شاشتك مدى سطوعها: قم بالمعايرة لإعدادها.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "تم إعداده بالفعل للعرض الخاص بك. قم بالمعايرة فقط إذا كان تقرير HDR يبدو خاطئًا.",
"Puts Peak Brightness and Paper White back to your display's setup.": "يعيد ذروة السطوع والورق الأبيض إلى إعداد شاشتك.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Kölgələri ekranınızın ən tünd qarasına qaldırır. 0: həqiqi qara, qaldırma yoxdur.",
"How bright highlights get. Auto: the peak your system reports.": "Parlaq məqamlar necə əldə edilir. Avtomatik: sisteminizin ən yüksək hesabatı.",
"How bright white looks in the world. Auto: your desktop's white.": "Dünyada ağ rəngin nə qədər parlaq göründüyü. Avtomatik: iş masanızın ağı.",
"How bright the HUD and menus are, against paper white.": "HUD və menyular ağ kağıza qarşı nə qədər parlaqdır.",
"How far mobs, crops and machines keep working. CPU time.": "Kütlələr, məhsullar və maşınlar nə qədər işləməyə davam edir. CPU vaxtı.",
"How far away mobs and items are drawn, as a share of normal.": "Nə qədər uzağa mob və əşyalar çəkilir, normal bir pay olaraq.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Qapalı hissələrin arxasında gizlənmiş ərazini ötür. Sıxılma çox baha başa gəlir.",
@@ -366,6 +367,7 @@
"Advanced": "Qabaqcıl",
"Undo": "Geri alın",
"Search options": "Axtarış seçimləri",
"Shortcut": "Qısayol",
"Distance": "Məsafə",
"Display": "Ekran",
"Interface": "İnterfeys",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrləmə...",
"Calibrate Anyway...": "İstənilən halda kalibrləyin...",
"Use Automatic Setup": "Avtomatik Quraşdırmadan istifadə edin",
"Shortcut: %s": "Qısayol: %s",
"Next": "Sonrakı",
"HDR Calibration %s/%s: %s": "HDR Kalibrləmə %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Aşağıdakı üç tam ekranı, hər dəfə bir sınaq şəklini təyin edir.",
"A key that opens this screen from the game. Not bound at first.": "Oyundan bu ekranı açan açar. Əvvəlcə bağlı deyil.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Ekranınız nə qədər parlaq olduğunu deməyib: onu qurmaq üçün kalibrləyin.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Ekranınız üçün artıq qurulub. Yalnız HDR səhv görünürsə kalibrləyin.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Pik Parlaqlığı və Kağız Ağı ekranınızın quraşdırılmasına qaytarır.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Күләгәләрҙе дисплейығыҙҙың иң ҡара ҡараһына күтәрә. 0: ысын ҡара, күтәреү юҡ.",
"How bright highlights get. Auto: the peak your system reports.": "Нисек сағыу өҫтөнлөктәр ала. Авто: пик һеҙҙең система отчеттар.",
"How bright white looks in the world. Auto: your desktop's white.": "Донъяла аҡ ни тиклем сағыу күренә. Авто: эш өҫтәлегеҙҙең ағы.",
"How bright the HUD and menus are, against paper white.": "Нисек сағыу HUD һәм менюлар, ҡағыҙ аҡ ҡаршы.",
"How far mobs, crops and machines keep working. CPU time.": "Күпме алыҫҡа мобтар, культуралар һәм машиналар эшләп тора. Процессор ваҡыты.",
"How far away mobs and items are drawn, as a share of normal.": "Нисек алыҫҡа мобтар һәм әйберҙәр тартыла, өлөшө булараҡ нормаль.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Ябыҡ участкалар артында йәшеренгән ерҙәрҙе һикерә. Офф күп сығымдар талап итә.",
@@ -366,6 +367,7 @@
"Advanced": "Алдынғы",
"Undo": "Кире ҡайтарыу",
"Search options": "Эҙләү варианттары",
"Shortcut": "Ярлыҡ",
"Distance": "Арауыҡ",
"Display": "Дисплей",
"Interface": "Интерфейс",
@@ -436,9 +438,11 @@
"Calibrate...": "Калибрлау...",
"Calibrate Anyway...": "Калибрлау барыбер...",
"Use Automatic Setup": "Автоматик ҡуйыуҙы ҡулланыу",
"Shortcut: %s": "Ҡыҫҡа юл: %s",
"Next": "Артабан",
"HDR Calibration %s/%s: %s": "HDR калибровкаһы %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Өс аҫтында тулы экран ҡуя, бер һынау һүрәте бер юлы.",
"A key that opens this screen from the game. Not bound at first.": "Уйындан был экранды асҡан асҡыс. Тәүҙә бәйләнмәгән.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Һеҙҙең дисплей нисек яҡты ала, тип әйтмәне: калибровка, уны ҡуйырға.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Һеҙҙең дисплей өсөн инде ҡуйылған. Тик калибровка, әгәр HDR дөрөҫ түгел күренә.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Ҡуя Пик Яркость һәм Ҡағыҙ Аҡ кире һеҙҙең дисплей&#8217;ы ҡороу.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Падымае цені да самага цёмнага чорнага вашага дысплея. 0: сапраўдны чорны, без пад'ёму.",
"How bright highlights get. Auto: the peak your system reports.": "Якія яркія моманты становяцца. Аўта: пік, пра які паведамляе ваша сістэма.",
"How bright white looks in the world. Auto: your desktop's white.": "Наколькі ярка выглядае белы ў свеце. Аўто: белы колер вашага працоўнага стала.",
"How bright the HUD and menus are, against paper white.": "Наколькі яркія HUD і меню на фоне белай паперы.",
"How far mobs, crops and machines keep working. CPU time.": "Як далёка працягваюць працаваць мобы, ураджай і машыны. працэсарны час.",
"How far away mobs and items are drawn, as a share of normal.": "Наколькі далёка намаляваны мобы і прадметы ў долі звычайнага.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Прапускае мясцовасць, схаваную за закрытымі ўчасткамі. Off каштуе шмат.",
@@ -366,6 +367,7 @@
"Advanced": "Пашыраны",
"Undo": "Адмяніць",
"Search options": "Параметры пошуку",
"Shortcut": "Ярлык",
"Distance": "Дыстанцыя",
"Display": "Дысплей",
"Interface": "Інтэрфейс",
@@ -436,9 +438,11 @@
"Calibrate...": "Адкалібраваць...",
"Calibrate Anyway...": "Усё роўна адкалібраваць...",
"Use Automatic Setup": "Выкарыстоўвайце аўтаматычную наладу",
"Shortcut: %s": "Ярлык: %s",
"Next": "Далей",
"HDR Calibration %s/%s: %s": "Каліброўка HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Устанаўлівае тры ніжэй на ўвесь экран, па адным тэставым малюнку.",
"A key that opens this screen from the game. Not bound at first.": "Ключ, які адкрывае гэты экран з гульні. Спачатку не звязаны.",
"Your display didn't say how bright it gets: calibrate to set it up.": "На вашым дысплеі не пазначана, наколькі ён яркім: адкалібруйце, каб наладзіць яго.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Ужо наладжана для вашага дысплея. Калібруйце, толькі калі HDR выглядае няправільна.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Вяртае пікавую яркасць і папяровы белы ў налады вашага дысплея.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Повдига сенките до най-тъмното черно на вашия дисплей. 0: истинско черно, без повдигане.",
"How bright highlights get. Auto: the peak your system reports.": "Колко ярки стават акцентите. Автоматично: пикът, който вашата система отчита.",
"How bright white looks in the world. Auto: your desktop's white.": "Колко ярко изглежда бялото в света. Авто: бялото на вашия работен плот.",
"How bright the HUD and menus are, against paper white.": "Колко ярки са HUD и менютата на бяла хартия.",
"How far mobs, crops and machines keep working. CPU time.": "Докъде продължават да работят тълпите, културите и машините. процесорно време.",
"How far away mobs and items are drawn, as a share of normal.": "Колко далеч са изтеглени тълпите и предметите, като дял от нормалното.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Пропуска терен, скрит зад затворени участъци. Off струва много.",
@@ -366,6 +367,7 @@
"Advanced": "Разширено",
"Undo": "Отмяна",
"Search options": "Опции за търсене",
"Shortcut": "Пряк път",
"Distance": "Разстояние",
"Display": "Дисплей",
"Interface": "Интерфейс",
@@ -436,9 +438,11 @@
"Calibrate...": "Калибриране...",
"Calibrate Anyway...": "Калибриране все пак...",
"Use Automatic Setup": "Използвайте автоматична настройка",
"Shortcut: %s": "Пряк път: %s",
"Next": "Следваща",
"HDR Calibration %s/%s: %s": "HDR калибриране %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Задава трите под цял екран, една тестова картина наведнъж.",
"A key that opens this screen from the game. Not bound at first.": "Ключ, който отваря този екран от играта. В началото не е обвързан.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Вашият дисплей не каза колко ярък става: калибрирайте, за да го настроите.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Вече е настроен за вашия дисплей. Калибрирайте само ако HDR изглежда грешно.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Връща Peak Brightness и Paper White обратно към настройката на вашия дисплей.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Sevel a ra ar skeudoù betek du teñvalañ ho skramm. 0 : du gwir, sevel ebet.",
"How bright highlights get. Auto: the peak your system reports.": "Pegen skedus e teu ar sklêrijennoù. Emgefre : ar pik a vez embannet gant ho reizhiad.",
"How bright white looks in the world. Auto: your desktop's white.": "Pegen skedus e seblant ar gwenn er bed. Emgefreek : gwenn ho kefridi.",
"How bright the HUD and menus are, against paper white.": "Pegen skedus eo an HUD hag ar mennozhioù, a-enep gwenn ar paper.",
"How far mobs, crops and machines keep working. CPU time.": "Pegen pell e kendalc'h ar mobs, ar c'hoadoù hag ar mekanikoù da labourat. Amzer ar CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Pegen pell e vez tennet ar mobs hag an traoù, evel ul lodenn eus ar pezh a vez graet normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Tremen a ra an douaroù kuzhet a-dreñv rannoù serr. Koustañ a ra kalz.",
@@ -366,6 +367,7 @@
"Advanced": "Araokaet",
"Undo": "Dizober",
"Search options": "Dibarzhioù klask",
"Shortcut": "Berradennoù",
"Distance": "Pellder",
"Display": "Diskouez",
"Interface": "Etrefas",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrañ...",
"Calibrate Anyway...": "Kalibrañ koulskoude...",
"Use Automatic Setup": "Implijout arventennoù emgefre",
"Shortcut: %s": "Berradennoù : %s",
"Next": "Da heul",
"HDR Calibration %s/%s: %s": "Kalibradur HDR %s/%s : %s",
"Sets the three below full screen, one test picture at a time.": "Lakaat a ra an tri skramm leun a-is, ur skeudenn amprouiñ bep tro.",
"A key that opens this screen from the game. Not bound at first.": "Un alc'hwez a zigor ar skramm-mañ eus ar c'hoari. N'eo ket stag da gentañ.",
"Your display didn't say how bright it gets: calibrate to set it up.": "N'eo ket bet embannet gant ho skramm pegen sklaer e teu da vezañ : kalibret evit e lakaat war-sav.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Kefluniet dija evit ho skramm. Kalibret nemet ma seblant HDR bezañ fazius.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Lakaat a ra ar sked uhelañ hag ar gwenn paper en-dro e kefluniadur ho skramm.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Podiže sjene do najcrnje crne vašeg ekrana. 0: prava crna, bez podizanja.",
"How bright highlights get. Auto: the peak your system reports.": "Kako svetli naglasci postaju. Automatski: vrhunac o kojem vaš sistem prijavljuje.",
"How bright white looks in the world. Auto: your desktop's white.": "Koliko svijetlo izgleda bijelo u svijetu. Automatski: bijela vaše radne površine.",
"How bright the HUD and menus are, against paper white.": "Koliko su svijetli HUD i meniji, naspram bijelog papira.",
"How far mobs, crops and machines keep working. CPU time.": "Koliko mobovi, usjevi i mašine rade. CPU vrijeme.",
"How far away mobs and items are drawn, as a share of normal.": "Koliko su udaljeni mobovi i predmeti, kao udio normalnog.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Preskače teren skriven iza zatvorenih dijelova. Isključenje košta puno.",
@@ -366,6 +367,7 @@
"Advanced": "Napredno",
"Undo": "Poništi",
"Search options": "Opcije pretraživanja",
"Shortcut": "Prečica",
"Distance": "Udaljenost",
"Display": "Ekran",
"Interface": "Interfejs",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibriraj...",
"Calibrate Anyway...": "Kalibriraj svejedno...",
"Use Automatic Setup": "Koristite automatsko podešavanje",
"Shortcut: %s": "Prečica: %s",
"Next": "Sledeći",
"HDR Calibration %s/%s: %s": "HDR kalibracija %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Postavlja tri ispod preko celog ekrana, jednu po jednu probnu sliku.",
"A key that opens this screen from the game. Not bound at first.": "Taster koji otvara ovaj ekran iz igre. U početku nije vezan.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Vaš displej nije rekao koliko svetli: kalibrirajte da biste ga postavili.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Već postavljeno za vaš ekran. Kalibrirajte samo ako HDR izgleda pogrešno.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Vraća Peak Brightness i Paper White u postavke vašeg ekrana.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Puja les ombres fins al negre més fosc de la teva pantalla. 0: negre pur, sense pujar.",
"How bright highlights get. Auto: the peak your system reports.": "Com es fan els reflexos brillants. Automàtic: el pic que informa el vostre sistema.",
"How bright white looks in the world. Auto: your desktop's white.": "Com de brillant es veu el blanc al món. Automàtic: el blanc de l'escriptori.",
"How bright the HUD and menus are, against paper white.": "Què brillants són l'HUD i els menús, contra el paper blanc.",
"How far mobs, crops and machines keep working. CPU time.": "Fins on segueixen treballant les turbes, els conreus i les màquines. Temps de CPU.",
"How far away mobs and items are drawn, as a share of normal.": "A quina distància es dibuixen les turbes i els articles, com a part de la normalitat.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Salta el terreny amagat darrere de seccions tancades. Off costa molt.",
@@ -366,6 +367,7 @@
"Advanced": "Avançat",
"Undo": "Desfer",
"Search options": "Opcions de cerca",
"Shortcut": "Drecera",
"Distance": "Distància",
"Display": "Mostra",
"Interface": "Interfície",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibrar...",
"Calibrate Anyway...": "Calibra de totes maneres...",
"Use Automatic Setup": "Utilitzeu la configuració automàtica",
"Shortcut: %s": "Drecera: %s",
"Next": "A continuació",
"HDR Calibration %s/%s: %s": "Calibració HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Estableix les tres imatges de sota de pantalla completa, una imatge de prova a la vegada.",
"A key that opens this screen from the game. Not bound at first.": "Una clau que obre aquesta pantalla des del joc. No lligat al principi.",
"Your display didn't say how bright it gets: calibrate to set it up.": "La pantalla no va dir la brillantor que té: calibra per configurar-la.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Ja està configurat per a la vostra pantalla. Calibreu només si l'HDR sembla incorrecte.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Torna a posar la brillantor màxima i el blanc del paper a la configuració de la pantalla.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Zvedne stíny na nejtemnější černou vašeho displeje. 0: skutečná černá, bez zvednutí.",
"How bright highlights get. Auto: the peak your system reports.": "Jak se získá jasný melír. Auto: vrchol, který váš systém hlásí.",
"How bright white looks in the world. Auto: your desktop's white.": "Jak jasně bílá ve světě vypadá. Auto: bílá vaší plochy.",
"How bright the HUD and menus are, against paper white.": "Jak jasný je HUD a nabídky oproti bílé na papíře.",
"How far mobs, crops and machines keep working. CPU time.": "Jak dalece davy, plodiny a stroje fungují. CPU čas.",
"How far away mobs and items are drawn, as a share of normal.": "Jak daleko jsou mobové a předměty nakresleny jako podíl normálu.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Přeskočí terén skrytý za uzavřenými úseky. Vypnutí stojí hodně.",
@@ -366,6 +367,7 @@
"Advanced": "Pokročilé",
"Undo": "Vrátit zpět",
"Search options": "Možnosti vyhledávání",
"Shortcut": "Zkratka",
"Distance": "Vzdálenost",
"Display": "Displej",
"Interface": "Rozhraní",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrovat...",
"Calibrate Anyway...": "Přesto kalibrovat...",
"Use Automatic Setup": "Použijte Automatické nastavení",
"Shortcut: %s": "Zkratka: %s",
"Next": "Další",
"HDR Calibration %s/%s: %s": "Kalibrace HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Nastaví tři pod celou obrazovkou, vždy jeden testovací obrázek.",
"A key that opens this screen from the game. Not bound at first.": "Klíč, který otevře tuto obrazovku ze hry. Zpočátku bez vazby.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Váš displej neříkal, jak jasný je: zkalibrujte jej, abyste jej nastavili.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Již nastaveno pro váš displej. Kalibrujte pouze v případě, že HDR vypadá špatně.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Vrátí maximální jas a papírovou bílou zpět do nastavení vašeho displeje.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Мӗлкесене дисплейӑн чи тӗттӗм хури ҫине ҫӗклет. 0: чӑн хура, ҫӗклевсӗр.",
"How bright highlights get. Auto: the peak your system reports.": "Мӗнле ҫутӑ ҫутӑсем пулаҫҫӗ. Авто: сирӗн системӑн пӗлтерекен пикӗ.",
"How bright white looks in the world. Auto: your desktop's white.": "Тӗнчере шурӑ мӗнле ҫутӑ курӑнать. Авто: эсир рабочий столӑн шурри.",
"How bright the HUD and menus are, against paper white.": "HUD тата менюсем мӗнле ҫутӑ, хут ҫинчи шурӑ тӗспе танлаштарсан.",
"How far mobs, crops and machines keep working. CPU time.": "Мобсем, культурӑсем тата машинӑсем мӗн таран ӗҫлеҫҫӗ. Процессор вӑхӑчӗ.",
"How far away mobs and items are drawn, as a share of normal.": "Мобсемпе япаласем мӗн чухлӗ аяккалла туртӑнаҫҫӗ, йӗркеллӗ пай пек.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Хупӑ участоксем хыҫӗнче пытаннӑ ҫӗре сиктерсе хӑварать. Офф нумай тӑкакланать.",
@@ -366,6 +367,7 @@
"Advanced": "Малалла",
"Undo": "Каялла тавӑр",
"Search options": "Шырав опцийӗсем",
"Shortcut": "Кӗске ҫул",
"Distance": "Инҫет",
"Display": "Дисплей",
"Interface": "Интерфейс",
@@ -436,9 +438,11 @@
"Calibrate...": "Калибровка...",
"Calibrate Anyway...": "Ҫапах та калибровка...",
"Use Automatic Setup": "Автоматла настройкӑпа усӑ курӑр",
"Shortcut: %s": "Кӗске ҫул: %s",
"Next": "Малалла",
"HDR Calibration %s/%s: %s": "HDR калибровка %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Аялта виҫҫӗшне тулли экран ҫине лартать, пӗрер тӗрӗслев ӳкерчӗкӗ.",
"A key that opens this screen from the game. Not bound at first.": "Вӑйӑран ҫак экрана уҫакан уҫҫи. Малтанах ҫыхӑнман.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Сирӗн дисплей ҫинче вӑл мӗнле ҫутӑ пулнине каламан: ӑна лартма калибровка тумалла.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Сирӗн дисплей валли хатӗрленӗ ӗнтӗ. HDR тӗрӗс мар курӑнсан ҫеҫ калибровка тӑвӑр.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Чи пысӑк ҫутӑлӑха тата хут шуррине сирӗн дисплей настройкине каялла тавӑрать.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Yn codi cysgodion i ddu tywyllaf eich arddangosfa. 0: du go iawn, dim codi.",
"How bright highlights get. Auto: the peak your system reports.": "Sut mae uchafbwyntiau disglair yn ei gael. Auto: yr uchafbwynt y mae eich system yn ei adrodd.",
"How bright white looks in the world. Auto: your desktop's white.": "Pa mor llachar y mae gwyn yn edrych yn y byd. Awtomatig: gwyn eich bwrdd gwaith.",
"How bright the HUD and menus are, against paper white.": "Pa mor llachar yw'r HUD a'r bwydlenni, yn erbyn papur gwyn.",
"How far mobs, crops and machines keep working. CPU time.": "Pa mor bell y mae mobs, cnydau a pheiriannau yn dal i weithio. Amser CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Pa mor bell i ffwrdd mae mobs ac eitemau yn cael eu tynnu, fel cyfran o'r arferol.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Sgipiau tir wedi'i guddio y tu ôl i adrannau caeedig. Mae i ffwrdd yn costio llawer.",
@@ -366,6 +367,7 @@
"Advanced": "Uwch",
"Undo": "Dadwneud",
"Search options": "Dewisiadau chwilio",
"Shortcut": "Llwybr byr",
"Distance": "Pellter",
"Display": "Arddangos",
"Interface": "Rhyngwyneb",
@@ -436,9 +438,11 @@
"Calibrate...": "Graddnodi...",
"Calibrate Anyway...": "Calibro beth bynnag...",
"Use Automatic Setup": "Defnyddiwch Gosodiad Awtomatig",
"Shortcut: %s": "Llwybr byr: %s",
"Next": "Nesaf",
"HDR Calibration %s/%s: %s": "Graddnodi HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Yn gosod y tri isod sgrin lawn, un llun prawf ar y tro.",
"A key that opens this screen from the game. Not bound at first.": "Allwedd sy'n agor y sgrin hon o'r gêm. Heb ei rwymo ar y dechrau.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Ni ddywedodd eich arddangosfa pa mor llachar y mae'n ei gael: graddnodwch i'w osod.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Eisoes wedi'i osod ar gyfer eich arddangosfa. Calibrowch dim ond os yw HDR yn edrych yn anghywir.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Yn rhoi Disgleirdeb Peak a Phapur Gwyn yn ôl i drefniant eich arddangosfa.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Løfter skygger op på skærmens mørkeste sort. 0: ægte sort, ingen løft.",
"How bright highlights get. Auto: the peak your system reports.": "Hvor lyse højdepunkter bliver. Auto: det højeste, dit system rapporterer.",
"How bright white looks in the world. Auto: your desktop's white.": "Hvor lyst hvid ser ud i verden. Auto: din skrivebords hvide.",
"How bright the HUD and menus are, against paper white.": "Hvor lys HUD og menuer er i forhold til hvidt papir.",
"How far mobs, crops and machines keep working. CPU time.": "Hvor langt mobs, afgrøder og maskiner bliver ved med at arbejde. CPU tid.",
"How far away mobs and items are drawn, as a share of normal.": "Hvor langt væk mobs og genstande trækkes, som en andel af normalen.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Springer over terræn skjult bag lukkede sektioner. Off koster meget.",
@@ -366,6 +367,7 @@
"Advanced": "Avanceret",
"Undo": "Fortryd",
"Search options": "Søgemuligheder",
"Shortcut": "Genvej",
"Distance": "Afstand",
"Display": "Skærm",
"Interface": "Grænseflade",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrer...",
"Calibrate Anyway...": "Kalibrer alligevel...",
"Use Automatic Setup": "Brug automatisk opsætning",
"Shortcut: %s": "Genvej: %s",
"Next": "Næste",
"HDR Calibration %s/%s: %s": "HDR-kalibrering %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Indstiller de tre nedenfor i fuld skærm, et testbillede ad gangen.",
"A key that opens this screen from the game. Not bound at first.": "En tast, der åbner denne skærm fra spillet. Ikke bundet i starten.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Din skærm sagde ikke, hvor lys den bliver: Kalibrer for at konfigurere den.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Allerede konfigureret til din skærm. Kalibrer kun, hvis HDR ser forkert ud.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Sætter Peak Brightness og Paper White tilbage til din skærms opsætning.",
@@ -290,6 +290,7 @@
"Advanced": "Erweitert",
"Undo": "Rückgängig",
"Search options": "Einstellungen durchsuchen",
"Shortcut": "Tastenkürzel",
"Distance": "Entfernung",
"Display": "Anzeige",
"Interface": "Oberfläche",
@@ -439,6 +440,7 @@
"Sets the options below together. Changing one makes it Custom.": "Stellt Optionen darunter ein. Änderung = „Benutzerdefiniert“.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, Feuer, Sonne heller als Weiß. Braucht HDR-Bildschirm.",
"How bright highlights get. Auto: the peak your system reports.": "Wie hell Lichter werden. Auto: der Spitzenwert, den dein System meldet.",
"How bright the HUD and menus are, against paper white.": "Wie hell HUD und Menüs im Vergleich zu Papierweiß sind.",
"How far mobs, crops and machines keep working. CPU time.": "Wie weit Kreaturen, Pflanzen und Maschinen weiterarbeiten. Kostet CPU-Zeit.",
"How far away mobs and items are drawn, as a share of normal.": "Zeichenweite für Kreaturen und Gegenstände, anteilig zur Norm.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Überspringt Gelände hinter geschlossenen Abschnitten. Aus kostet viel.",
@@ -517,9 +519,11 @@
"Calibrate...": "Kalibrieren …",
"Calibrate Anyway...": "Trotzdem kalibrieren …",
"Use Automatic Setup": "Automatische Einrichtung verwenden",
"Shortcut: %s": "Tastenkürzel: %s",
"Next": "Weiter",
"HDR Calibration %s/%s: %s": "HDR-Kalibrierung %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stellt die drei Werte darunter im Vollbild ein, jeweils mit einem Testbild.",
"A key that opens this screen from the game. Not bound at first.": "Eine Taste, die diesen Bildschirm im Spiel öffnet. Zunächst nicht belegt.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Bildschirm meldete keine Helligkeit: zum Einrichten kalibrieren.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Bereits eingerichtet. Nur kalibrieren, wenn HDR falsch aussieht.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Stellt Spitzenhelligkeit und Papierweiß des Bildschirms wieder her.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Ανεβάζει τις σκιές στο πιο σκοτεινό μαύρο της οθόνης σας. 0: αληθινό μαύρο, χωρίς ανύψωση.",
"How bright highlights get. Auto: the peak your system reports.": "Πόσο φωτεινά σημεία αποκτούν. Auto: η κορύφωση που αναφέρει το σύστημά σας.",
"How bright white looks in the world. Auto: your desktop's white.": "Πόσο φωτεινό φαίνεται το λευκό στον κόσμο. Αυτόματο: το λευκό της επιφάνειας εργασίας σας.",
"How bright the HUD and menus are, against paper white.": "Πόσο φωτεινά είναι τα HUD και τα μενού, σε σχέση με το λευκό χαρτί.",
"How far mobs, crops and machines keep working. CPU time.": "Πόσο μακριά συνεχίζουν να λειτουργούν όχλοι, καλλιέργειες και μηχανές. Χρόνος CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Πόσο μακριά κληρώνονται όχλοι και αντικείμενα, ως ποσοστό του κανονικού.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Παρακάμπτει το έδαφος που κρύβεται πίσω από κλειστά τμήματα. Το off κοστίζει πολύ.",
@@ -366,6 +367,7 @@
"Advanced": "Προχωρημένο",
"Undo": "Αναίρεση",
"Search options": "Επιλογές αναζήτησης",
"Shortcut": "Συντόμευση",
"Distance": "Απόσταση",
"Display": "Εμφάνιση",
"Interface": "Διασύνδεση",
@@ -436,9 +438,11 @@
"Calibrate...": "Βαθμονόμηση...",
"Calibrate Anyway...": "Βαθμονόμηση πάντως...",
"Use Automatic Setup": "Χρησιμοποιήστε την Αυτόματη Ρύθμιση",
"Shortcut: %s": "Συντόμευση: %s",
"Next": "Επόμενο",
"HDR Calibration %s/%s: %s": "Βαθμονόμηση HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Ορίζει τις τρεις παρακάτω πλήρη οθόνη, μία δοκιμαστική εικόνα τη φορά.",
"A key that opens this screen from the game. Not bound at first.": "Ένα κλειδί που ανοίγει αυτήν την οθόνη από το παιχνίδι. Δεν δεσμεύεται στην αρχή.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Η οθόνη σας δεν έλεγε πόσο φωτεινή γίνεται: βαθμονομήστε για να τη ρυθμίσετε.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Έχει ήδη ρυθμιστεί για την οθόνη σας. Βαθμονόμηση μόνο εάν το HDR φαίνεται λάθος.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Επαναφέρει το Peak Brightness και το Paper White στη ρύθμιση της οθόνης σας.",
@@ -310,7 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Lifts shadows onto your display's darkest black. 0: true black, no lift.",
"How bright highlights get. Auto: the peak your system reports.": "How bright highlights get. Auto: the peak your system reports.",
"How bright white looks in the world. Auto: your desktop's white.": "How bright white looks in the world. Auto: your desktop's white.",
"How bright the HUD and menus are. Auto: at paper white.": "How bright the HUD and menus are. Auto: at paper white.",
"How bright the HUD and menus are, against paper white.": "How bright the HUD and menus are, against paper white.",
"How far mobs, crops and machines keep working. CPU time.": "How far mobs, crops and machines keep working. CPU time.",
"How far away mobs and items are drawn, as a share of normal.": "How far away mobs and items are drawn, as a share of normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Skips terrain hidden behind closed sections. Off costs a lot.",
@@ -367,6 +367,7 @@
"Advanced": "Advanced",
"Undo": "Undo",
"Search options": "Search options",
"Shortcut": "Shortcut",
"Distance": "Distance",
"Display": "Display",
"Interface": "Interface",
@@ -437,9 +438,11 @@
"Calibrate...": "Calibrate...",
"Calibrate Anyway...": "Calibrate Anyway...",
"Use Automatic Setup": "Use Automatic Setup",
"Shortcut: %s": "Shortcut: %s",
"Next": "Next",
"HDR Calibration %s/%s: %s": "HDR Calibration %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Sets the three below full screen, one test picture at a time.",
"A key that opens this screen from the game. Not bound at first.": "A key that opens this screen from the game. Not bound at first.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Your display didn't say how bright it gets: calibrate to set it up.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Already set up for your display. Only calibrate if HDR looks wrong.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Puts Peak Brightness and Paper White back to your display's setup.",
@@ -1055,8 +1058,5 @@
"horizon.studio.topbar.add_marker": "Add Marker",
"horizon.studio.topbar.clear_keyframes": "🗑 Clear Keyframes",
"horizon.studio.topbar.timeline_hud": "⏱ Timeline",
"horizon.studio.topbar.split_scene": "Split Scene",
"horizon.recipes.fuel.options": "Hold SHIFT to pin this tooltip, then click an ingredient to view recipes.",
"horizon.recipes.fuel.any": "Any Fuel",
"horizon.recipes.fuel.minecraft": "Minecraft"
"horizon.studio.topbar.split_scene": "Split Scene"
}
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Levas ombrojn al la plej malhela nigro de via ekrano. 0: vera nigro, sen levo.",
"How bright highlights get. Auto: the peak your system reports.": "Kiel brilaj brilaĵoj ricevas. Aŭtomata: la pinto kiun via sistemo raportas.",
"How bright white looks in the world. Auto: your desktop's white.": "Kiom hela blanko aspektas en la mondo. Aŭtomate: la blanko de via labortablo.",
"How bright the HUD and menus are, against paper white.": "Kiel brilaj la HUD kaj menuoj estas, kontraŭ papera blanka.",
"How far mobs, crops and machines keep working. CPU time.": "Kiom malproksime amasoj, kultivaĵoj kaj maŝinoj daŭre funkcias. CPU-tempo.",
"How far away mobs and items are drawn, as a share of normal.": "Kiom malproksime amasoj kaj eroj estas tiritaj, kiel parto de normalo.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Saltas terenon kaŝitan malantaŭ fermitaj sekcioj. For kostas multe.",
@@ -366,6 +367,7 @@
"Advanced": "Altnivela",
"Undo": "Malfari",
"Search options": "Serĉaj opcioj",
"Shortcut": "Ŝparvojo",
"Distance": "Distanco",
"Display": "Montru",
"Interface": "Interfaco",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibri...",
"Calibrate Anyway...": "Kalibru ĉiuokaze...",
"Use Automatic Setup": "Uzu Aŭtomatan Agordon",
"Shortcut: %s": "Ŝparvojo: %s",
"Next": "Poste",
"HDR Calibration %s/%s: %s": "HDR-Kalibrado %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Agordas la tri sub plenan ekranon, unu testan bildon samtempe.",
"A key that opens this screen from the game. Not bound at first.": "Ŝlosilo, kiu malfermas ĉi tiun ekranon de la ludo. Komence ne ligita.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Via ekrano ne diris kiom brilas ĝi fariĝas: kalibru por agordi ĝin.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Jam agordita por via ekrano. Nur kalibru se HDR aspektas malĝusta.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Remetas Pintan Brilon kaj Paperan Blankan al la agordo de via ekrano.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Eleva las sombras hasta el negro más oscuro de tu pantalla. 0: negro puro, sin elevación.",
"How bright highlights get. Auto: the peak your system reports.": "Cuánto brillan los reflejos. Automático: el pico que informa tu sistema.",
"How bright white looks in the world. Auto: your desktop's white.": "Qué tan brillante se ve el blanco en el mundo. Automático: el blanco de tu escritorio.",
"How bright the HUD and menus are, against paper white.": "Qué tan brillantes son el HUD y los menús respecto al blanco de papel.",
"How far mobs, crops and machines keep working. CPU time.": "Hasta dónde siguen funcionando mobs, cultivos y máquinas. Tiempo de CPU.",
"How far away mobs and items are drawn, as a share of normal.": "A qué distancia se dibujan mobs y objetos, como proporción de lo normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Omite el terreno oculto tras secciones cerradas. Desactivarlo cuesta mucho.",
@@ -366,6 +367,7 @@
"Advanced": "Avanzado",
"Undo": "Deshacer",
"Search options": "Buscar opciones",
"Shortcut": "Atajo",
"Distance": "Distancia",
"Display": "Pantalla",
"Interface": "Interfaz",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibrar...",
"Calibrate Anyway...": "Calibrar de todos modos...",
"Use Automatic Setup": "Usar la configuración automática",
"Shortcut: %s": "Atajo: %s",
"Next": "Siguiente",
"HDR Calibration %s/%s: %s": "Calibración HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Configura las tres opciones siguientes a pantalla completa, con una imagen de prueba cada vez.",
"A key that opens this screen from the game. Not bound at first.": "Una tecla que abre esta pantalla desde el juego. Sin asignar al principio.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Tu pantalla no indicó cuánto brilla: calíbrala para configurarla.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Ya está configurado para tu pantalla. Calibra solo si el HDR se ve mal.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Devuelve Brillo máximo y Blanco de papel a la configuración de tu pantalla.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Tõstab varjud ekraani tumedaima mustani. 0: tõeline must, ilma tõstmiseta.",
"How bright highlights get. Auto: the peak your system reports.": "Kui eredad esiletõstud saavad. Automaatne: tipp, millest süsteem teatab.",
"How bright white looks in the world. Auto: your desktop's white.": "Kui hele valge maailmas paistab. Automaatne: sinu töölaua valge.",
"How bright the HUD and menus are, against paper white.": "Kui eredad on HUD ja menüüd pabervalge taustal.",
"How far mobs, crops and machines keep working. CPU time.": "Kui kaugele mobid, põllukultuurid ja masinad töötavad. CPU aeg.",
"How far away mobs and items are drawn, as a share of normal.": "Kui kaugele mobid ja esemed tõmmatakse, kui osa normaalsest.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Jätab vahele suletud lõikude taha peidetud maastiku. Off maksab palju.",
@@ -366,6 +367,7 @@
"Advanced": "Täpsemalt",
"Undo": "Võta tagasi",
"Search options": "Otsinguvalikud",
"Shortcut": "Otsetee",
"Distance": "Kaugus",
"Display": "Ekraan",
"Interface": "Liides",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibreeri...",
"Calibrate Anyway...": "Kalibreerige ikkagi...",
"Use Automatic Setup": "Kasutage automaatset seadistust",
"Shortcut: %s": "Otsetee: %s",
"Next": "Edasi",
"HDR Calibration %s/%s: %s": "HDR-kalibreerimine %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Määrab kolm allolevat täisekraani, üks testpilt korraga.",
"A key that opens this screen from the game. Not bound at first.": "Klahv, mis avab mängust selle ekraani. Alguses ei köideta.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Teie ekraan ei öelnud, kui hele see muutub: seadistamiseks kalibreerige.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Teie kuva jaoks on juba seadistatud. Kalibreerige ainult siis, kui HDR tundub vale.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Tagab maksimaalse ereduse ja paberivalgeduse teie ekraani seadistustesse.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Itzalak zure pantailaren beltzik ilunenera igotzen ditu. 0: benetako beltza, igoerarik gabe.",
"How bright highlights get. Auto: the peak your system reports.": "Nola distiratsuak diren argiak. Auto: zure sistemak ematen duen gailurra.",
"How bright white looks in the world. Auto: your desktop's white.": "Zenbat distiratzen duen zuriak munduan. Autoa: zure mahaigaineko zuria.",
"How bright the HUD and menus are, against paper white.": "Zein distiratsuak diren HUD eta menuak, paper zuriaren aurka.",
"How far mobs, crops and machines keep working. CPU time.": "Noraino jarraitzen duten mafiak, laboreak eta makinak lanean. CPU denbora.",
"How far away mobs and items are drawn, as a share of normal.": "Noraino ateratzen diren mobs eta elementuak, normalaren zati gisa.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Sekzio itxien atzean ezkutatuta dagoen lurra saltatzen du. Off asko kostatzen da.",
@@ -366,6 +367,7 @@
"Advanced": "Aurreratua",
"Undo": "Desegin",
"Search options": "Bilaketa aukerak",
"Shortcut": "Lasterbidea",
"Distance": "Distantzia",
"Display": "Bistaratzea",
"Interface": "Interfazea",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibratu...",
"Calibrate Anyway...": "Kalibratu Dena den...",
"Use Automatic Setup": "Erabili konfigurazio automatikoa",
"Shortcut: %s": "Lasterbidea: %s",
"Next": "Hurrengoa",
"HDR Calibration %s/%s: %s": "HDR Kalibrazioa %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Pantaila osoko azpian dauden hiru ezartzen ditu, probako argazki bat aldi berean.",
"A key that opens this screen from the game. Not bound at first.": "Pantaila hau jokotik irekitzen duen giltza. Hasieran lotu gabe.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Pantailak ez du esan zenbat argi dagoen: kalibratu konfiguratzeko.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Dagoeneko konfiguratuta zaude zure pantailarako. Kalibratu HDR okerra bada bakarrik.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Distira gailurra eta Paper Zuria berriro jartzen ditu pantailaren konfiguraziora.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "سایه‌ها را به تاریک‌ترین سیاه نمایشگر شما می‌رساند. 0: سیاه واقعی، بدون بالا بردن.",
"How bright highlights get. Auto: the peak your system reports.": "هایلایت ها چقدر روشن می شوند. خودکار: اوج گزارش سیستم شما.",
"How bright white looks in the world. Auto: your desktop's white.": "سفیدی در دنیا چقدر روشن دیده می‌شود. خودکار: سفیدی میزکار شما.",
"How bright the HUD and menus are, against paper white.": "HUD و منوها در برابر سفید کاغذ چقدر روشن هستند.",
"How far mobs, crops and machines keep working. CPU time.": "اوباش، محصولات زراعی و ماشین‌آلات تا کجا به کار خود ادامه می‌دهند. زمان CPU",
"How far away mobs and items are drawn, as a share of normal.": "اوباش و اقلام چقدر دور کشیده شده اند، به عنوان یک سهم عادی.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "از زمین های پنهان شده در پشت بخش های بسته می گذرد. هزینه های خاموش بسیار زیاد است.",
@@ -366,6 +367,7 @@
"Advanced": "پیشرفته",
"Undo": "واگرد",
"Search options": "گزینه های جستجو",
"Shortcut": "میانبر",
"Distance": "فاصله",
"Display": "نمایش",
"Interface": "رابط",
@@ -436,9 +438,11 @@
"Calibrate...": "کالیبره کردن...",
"Calibrate Anyway...": "به هر حال کالیبره کردن...",
"Use Automatic Setup": "از تنظیم خودکار استفاده کنید",
"Shortcut: %s": "میانبر: %s",
"Next": "بعدی",
"HDR Calibration %s/%s: %s": "کالیبراسیون HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "سه عکس زیر تمام صفحه را در یک زمان یک عکس آزمایشی تنظیم می کند.",
"A key that opens this screen from the game. Not bound at first.": "کلیدی که این صفحه را از بازی باز می کند. ابتدا مقید نیست.",
"Your display didn't say how bright it gets: calibrate to set it up.": "صفحه نمایش شما میزان روشنایی آن را بیان نکرده است: برای تنظیم آن کالیبره کنید.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "قبلاً برای نمایشگر شما تنظیم شده است. فقط در صورتی کالیبره کنید که HDR اشتباه به نظر برسد.",
"Puts Peak Brightness and Paper White back to your display's setup.": "حداکثر روشنایی و کاغذ سفید را به تنظیمات صفحه نمایش شما باز می گرداند.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Nostaa varjot näyttösi tummimpaan mustaan. 0: aito musta, ei nostoa.",
"How bright highlights get. Auto: the peak your system reports.": "Kuinka kirkkaat kohokohdat saavat. Auto: huippu, jonka järjestelmäsi raportoi.",
"How bright white looks in the world. Auto: your desktop's white.": "Kuinka kirkkaalta valkoinen näyttää maailmassa. Automaattinen: työpöytäsi valkoinen.",
"How bright the HUD and menus are, against paper white.": "Kuinka kirkkaita HUD ja valikot ovat paperinvalkoisia vastaan.",
"How far mobs, crops and machines keep working. CPU time.": "Kuinka pitkälle väkijoukot, viljat ja koneet toimivat. CPU-aika.",
"How far away mobs and items are drawn, as a share of normal.": "Kuinka kauas väkijoukot ja esineet piirretään, osuus normaalista.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Ohittaa suljettujen osien taakse piilotetun maaston. Poisto maksaa paljon.",
@@ -366,6 +367,7 @@
"Advanced": "Edistynyt",
"Undo": "Kumoa",
"Search options": "Hakuvaihtoehdot",
"Shortcut": "Pikakuvake",
"Distance": "Etäisyys",
"Display": "Näyttö",
"Interface": "Käyttöliittymä",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibroi...",
"Calibrate Anyway...": "Kalibroi joka tapauksessa...",
"Use Automatic Setup": "Käytä automaattista asetusta",
"Shortcut: %s": "Pikanäppäin: %s",
"Next": "Seuraavaksi",
"HDR Calibration %s/%s: %s": "HDR-kalibrointi %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Asettaa kolme koko näytön alapuolelle yhden testikuvan kerrallaan.",
"A key that opens this screen from the game. Not bound at first.": "Avain, joka avaa tämän näytön pelistä. Ei aluksi sidottu.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Näyttösi ei ilmoittanut, kuinka kirkkaaksi se tulee: kalibroi se määrittääksesi sen.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Näyttöäsi varten on jo määritetty. Kalibroi vain, jos HDR näyttää väärältä.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Palauttaa huippukirkkauden ja paperin valkoisen näytön asetuksiin.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Iniaangat ang mga anino sa pinakamadilim na itim ng iyong display. 0: totoong itim, walang angat.",
"How bright highlights get. Auto: the peak your system reports.": "Kung gaano kaliwanag ang mga highlight. Auto: ang pinakamataas na ulat ng iyong system.",
"How bright white looks in the world. Auto: your desktop's white.": "Gaano kaliwanag ang puti sa mundo. Auto: ang puti ng iyong desktop.",
"How bright the HUD and menus are, against paper white.": "Gaano kaliwanag ang HUD at mga menu, laban sa puting papel.",
"How far mobs, crops and machines keep working. CPU time.": "Hanggang saan patuloy na gumagana ang mga mandurumog, pananim at makina. oras ng CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Kung gaano kalayo ang mga mandurumog at mga item ay iginuhit, bilang bahagi ng normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Nilalaktawan ang lupain na nakatago sa likod ng mga saradong seksyon. Malaki ang gastos sa off.",
@@ -366,6 +367,7 @@
"Advanced": "Advanced",
"Undo": "I-undo",
"Search options": "Mga opsyon sa paghahanap",
"Shortcut": "Shortcut",
"Distance": "Distansya",
"Display": "Pagpapakita",
"Interface": "Interface",
@@ -436,9 +438,11 @@
"Calibrate...": "I-calibrate...",
"Calibrate Anyway...": "Mag-calibrate pa rin...",
"Use Automatic Setup": "Gamitin ang Awtomatikong Pag-setup",
"Shortcut: %s": "Shortcut: %s",
"Next": "Susunod",
"HDR Calibration %s/%s: %s": "Pag-calibrate ng HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Itinatakda ang tatlo sa ibaba ng full screen, isang pagsubok na larawan sa isang pagkakataon.",
"A key that opens this screen from the game. Not bound at first.": "Isang susi na nagbubukas ng screen na ito mula sa laro. Hindi nakatali sa una.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Hindi sinabi ng iyong display kung gaano ito kaliwanag: i-calibrate para i-set up ito.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Naka-set up na para sa iyong display. I-calibrate lang kung mukhang mali ang HDR.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Ibinabalik ang Peak Brightness at Paper White sa setup ng iyong display.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Lyftir skuggum upp á myrkasta svart á tínum skjá. 0: veruligt svart, ongin lyfting.",
"How bright highlights get. Auto: the peak your system reports.": "Hvussu bjart hæddarpunkt fáa. Sjálvvirkandi: toppurin, sum tín skipan greiðir frá.",
"How bright white looks in the world. Auto: your desktop's white.": "Hvussu bjart hvítt sær út í heiminum. Sjálvvirkandi: hvítt á tínum skriviborði.",
"How bright the HUD and menus are, against paper white.": "Hvussu ljós HUD og valmyndir eru, móti pappírshvítum.",
"How far mobs, crops and machines keep working. CPU time.": "Hvussu langt mobbar, grøðir og maskinur halda fram at virka. CPU tíð.",
"How far away mobs and items are drawn, as a share of normal.": "Hvussu langt burtur mobbar og lutir eru drignir, sum partur av vanligum.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Sleppur lendi goymt aftan fyri stongdar partar. Av kostar nógv.",
@@ -366,6 +367,7 @@
"Advanced": "Framkomin",
"Undo": "Angra",
"Search options": "Leitimøguleikar",
"Shortcut": "Snarvegur",
"Distance": "Fjarstøða",
"Display": "Sýn",
"Interface": "Grunnflata",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrera...",
"Calibrate Anyway...": "Kalibrera allíkavæl...",
"Use Automatic Setup": "Brúka sjálvvirkandi uppseting",
"Shortcut: %s": "Snarvegur: %s",
"Next": "Næsta",
"HDR Calibration %s/%s: %s": "HDR-kalibrering %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Setur tey trý niðanfyri fullan skerm, eina royndarmynd í senn.",
"A key that opens this screen from the game. Not bound at first.": "Ein lykil, sum letur upp hendan skermin frá spælinum. Ikki bundin í fyrstuni.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Títt skjálvti segði ikki, hvussu ljóst tað blívur: kalibrera fyri at seta tað upp.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Longu sett upp til tín skjálvta. Kalibrera bert um HDR sær skeivt út.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Setur Toppljósstyrki og Pappírshvítt aftur til uppsetingina á skjánum.",
@@ -332,6 +332,7 @@
"Sets the options below together. Changing one makes it Custom.": "Règle les options ci-dessous. Modifier une : « Personnalisé ».",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lave, feu et soleil plus vifs que le blanc. Écran HDR requis.",
"How bright highlights get. Auto: the peak your system reports.": "La luminosité des hautes lumières. Auto : le pic indiqué par votre système.",
"How bright the HUD and menus are, against paper white.": "La luminosité du HUD et des menus, par rapport au blanc papier.",
"How far mobs, crops and machines keep working. CPU time.": "Portée d'activité des créatures, cultures, machines. Coût : CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Distance des créatures et objets, en part de la normale.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Ignore le terrain caché. Désactiver coûte cher.",
@@ -406,9 +407,11 @@
"Calibrate...": "Calibrer...",
"Calibrate Anyway...": "Calibrer quand même...",
"Use Automatic Setup": "Utiliser la configuration automatique",
"Shortcut: %s": "Raccourci : %s",
"Next": "Suivant",
"HDR Calibration %s/%s: %s": "Calibrage HDR %s/%s : %s",
"Sets the three below full screen, one test picture at a time.": "Règle les trois valeurs ci-dessous en plein écran, une image test à la fois.",
"A key that opens this screen from the game. Not bound at first.": "Une touche qui ouvre cet écran depuis le jeu. Non assignée au départ.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Votre écran n'a pas indiqué sa luminosité : calibrez-le.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Déjà configuré. Calibrez seulement si le HDR semble incorrect.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Rétablit Luminosité max. et Point blanc de votre écran.",
@@ -672,6 +675,7 @@
"Advanced": "Avancé",
"Undo": "Annuler",
"Search options": "Rechercher des options",
"Shortcut": "Raccourci",
"Sky and weather": "Ciel et météo",
"Lighting and entities": "Éclairage et entités",
"Chunk loading": "Chargement des tronçons",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Al alce lis ombris sul neri plui scur dal to visôr. 0: neri vêr, cence alçâ.",
"How bright highlights get. Auto: the peak your system reports.": "Cuant che i ponts clârs a deventin luminosis. Auto: il massim dai segnalazions dal sisteme.",
"How bright white looks in the world. Auto: your desktop's white.": "Cuant che al somee lûs il blanc tal mont. Automatic: il blanc dal to scritori.",
"How bright the HUD and menus are, against paper white.": "Cuant che a son luminosis il HUD e i menus, cuintri dal blanc di cjarte.",
"How far mobs, crops and machines keep working. CPU time.": "Fin dulà che lis mobis, lis coltivazions e lis machinis a continuin a lavorâ. Timp dal CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Cuant lontan che a son tirâts fûr lis mobis e i ogjets, come part dal normâl.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Salte il teren scuindût daûr di sezions sieradis. Off al coste une vore.",
@@ -366,6 +367,7 @@
"Advanced": "Avanzade",
"Undo": "Annulâ",
"Search options": "Opzions di ricercje",
"Shortcut": "Scurtis",
"Distance": "Distance",
"Display": "Visualizazion",
"Interface": "Interface",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibrâ...",
"Calibrate Anyway...": "Calibrâ in ogni câs...",
"Use Automatic Setup": "Utilizâ la configurazion automatiche",
"Shortcut: %s": "Scurtis: %s",
"Next": "Sucessîf",
"HDR Calibration %s/%s: %s": "Taradure HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Imposta i trê sot dal schermi intîr, une imagjin di prove par volte.",
"A key that opens this screen from the game. Not bound at first.": "Une clâf che e vierç chest schermi dal zûc. No leât tal imprin.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Il display nol diseve cetant che al devente luminôs: calibrâlu par configurâlu.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Za configurât pal to display. Calibrâ dome se il HDR al somee sbaglât.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Al torne a meti la luminositât di massime e il blanc di cjarte inte configurazion dal display.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Tilt skaad op nei it tsjûkste swart fan jo display. 0: echt swart, gjin oplichting.",
"How bright highlights get. Auto: the peak your system reports.": "Hoe ljochte hichtepunten krije. Auto: de pyk dy't jo systeem rapportearret.",
"How bright white looks in the world. Auto: your desktop's white.": "Hoe helder wyt yn 'e wrâld liket. Auto: it wyt fan jo buroblêd.",
"How bright the HUD and menus are, against paper white.": "Hoe helder de HUD en menu's binne, tsjin papierwyt.",
"How far mobs, crops and machines keep working. CPU time.": "Hoe fier mobs, gewaaksen en masines bliuwe wurkjen. CPU tiid.",
"How far away mobs and items are drawn, as a share of normal.": "Hoe fier fuort mobs en items wurde lutsen, as in oandiel fan normale.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Skips terrein ferburgen efter sletten seksjes. Off kostet in soad.",
@@ -366,6 +367,7 @@
"Advanced": "Avansearre",
"Undo": "Ungedien meitsje",
"Search options": "Sykje opsjes",
"Shortcut": "Fluchtoets",
"Distance": "Ofstân",
"Display": "Byldskerm",
"Interface": "Ynterface",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrearje...",
"Calibrate Anyway...": "Kalibrearje dochs...",
"Use Automatic Setup": "Brûk Automatyske opset",
"Shortcut: %s": "Fluchtoets: %s",
"Next": "Folgjende",
"HDR Calibration %s/%s: %s": "HDR-kalibraasje %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stelt de trije hjirûnder folslein skerm, ien testfoto tagelyk.",
"A key that opens this screen from the game. Not bound at first.": "In kaai dy't iepenet dit skerm út it spul. Earst net bûn.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Jo display sei net hoe helder it wurdt: kalibrearje om it yn te stellen.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Al ynsteld foar jo display. Kalibrearje allinich as HDR ferkeard sjocht.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Set Peak Brightness en Paper White werom nei de opset fan jo display.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Ardaíonn scáthanna go dtí an dubh is dorcha ar do thaispeántas. 0: fíordhubh, gan ardú.",
"How bright highlights get. Auto: the peak your system reports.": "Conas a fhaigheann buaicphointí geala. Auto: an bhuaic tuairiscí do chórais.",
"How bright white looks in the world. Auto: your desktop's white.": "Cé chomh geal is a fheictear bán sa domhan. Uathoibríoch: bán do dheisce.",
"How bright the HUD and menus are, against paper white.": "Cé chomh geal is atá an HUD agus na biachláir, i gcoinne bán páipéir.",
"How far mobs, crops and machines keep working. CPU time.": "Cé chomh fada agus a leanann mobs, barraí agus meaisíní ag obair. Am LAP.",
"How far away mobs and items are drawn, as a share of normal.": "Cé chomh fada uaidh a tharraingítear mobs agus míreanna, mar sciar den ghnáth.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Scipeanna tír-raon i bhfolach taobh thiar codanna dúnta. Lasmuigh costais go leor.",
@@ -366,6 +367,7 @@
"Advanced": "Casta",
"Undo": "Cealaigh",
"Search options": "Roghanna cuardaigh",
"Shortcut": "aicearra",
"Distance": "Fad",
"Display": "Taispeáint",
"Interface": "Comhéadan",
@@ -436,9 +438,11 @@
"Calibrate...": "Calabraigh...",
"Calibrate Anyway...": "Calabraigh Ar aon nós...",
"Use Automatic Setup": "Úsáid Socrú Uathoibríoch",
"Shortcut: %s": "Aicearra: %s",
"Next": "Ar aghaidh",
"HDR Calibration %s/%s: %s": "Calabrú HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Socraíonn sé na trí thíos scáileán iomlán, pictiúr tástála amháin ag an am.",
"A key that opens this screen from the game. Not bound at first.": "Eochair a osclaíonn an scáileán seo ón gcluiche. Gan cheangal ar dtús.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Níor dúirt do thaispeántas cé chomh geal agus atá sé: calabraigh chun é a shocrú.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Socraithe cheana féin le haghaidh do thaispeántais. Ná calabraigh ach amháin má tá cuma mícheart ar HDR.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Cuireann Buaic Ghile agus Páipéar Bán ar ais go dtí socrú do thaispeántais.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "A' togail fhaileasan gu dubh as dorcha an taisbeanaidh agad. 0: fìor dhubh, gun togail.",
"How bright highlights get. Auto: the peak your system reports.": "Mar a gheibh seallaidhean soilleir. Auto: an ìre as àirde a tha an siostam agad ag aithris.",
"How bright white looks in the world. Auto: your desktop's white.": "Dè cho soilleir 's a tha geal a' coimhead san t-saoghal. Auto: geal an deasga agad.",
"How bright the HUD and menus are, against paper white.": "Dè cho soilleir sa tha an HUD agus na clàran-bìdh, an aghaidh pàipear geal.",
"How far mobs, crops and machines keep working. CPU time.": "Dè cho fada ‘s a chumas mobs, bàrr agus innealan ag obair. Uair CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Dè cho fada air falbh tha mobs agus nithean air an tarraing, mar chuibhreann den àbhaist.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Sgiobaidhean talmhainn falaichte air cùl earrannan dùinte. Cosgaidh dheth tòrr.",
@@ -366,6 +367,7 @@
"Advanced": "Adhartach",
"Undo": "Neo-dhèanamh",
"Search options": "Rannsaich roghainnean",
"Shortcut": "Ath-ghoirid",
"Distance": "Astar",
"Display": "Taisbeanadh",
"Interface": "Eadar-aghaidh",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibraich...",
"Calibrate Anyway...": "Calibrate co-dhiù...",
"Use Automatic Setup": "Cleachd suidheachadh fèin-ghluasadach",
"Shortcut: %s": "Ath-ghoirid: %s",
"Next": "Air adhart",
"HDR Calibration %s/%s: %s": "Calibration HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Suidhich na trì gu h-ìosal làn-sgrìn, aon dealbh deuchainn aig aon àm.",
"A key that opens this screen from the game. Not bound at first.": "Iuchair a dh'fhosglas an sgrìn seo bhon gheama. Gun a bhith ceangailte an toiseach.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Cha d’ thuirt an taisbeanadh agad cho soilleir ‘s a gheibh e: calibrate gus a rèiteachadh.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Air a chuir air dòigh mu thràth airson do thaisbeanadh. Na dèan calibration ach ma tha HDR a’ coimhead ceàrr.",
"Puts Peak Brightness and Paper White back to your display's setup.": "A’ cur Peak Brightness agus Paper White air ais gu suidheachadh an taisbeanaidh agad.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Eleva as sombras ata o negro máis escuro da túa pantalla. 0: negro puro, sen elevación.",
"How bright highlights get. Auto: the peak your system reports.": "Como se fan os reflejos brillantes. Automático: o pico que informa o seu sistema.",
"How bright white looks in the world. Auto: your desktop's white.": "Que brillante se ve o branco no mundo. Automático: o branco do teu escritorio.",
"How bright the HUD and menus are, against paper white.": "Que brillantes son o HUD e os menús, contra o branco do papel.",
"How far mobs, crops and machines keep working. CPU time.": "Ata onde seguen traballando as turbas, os cultivos e as máquinas. Tempo de CPU.",
"How far away mobs and items are drawn, as a share of normal.": "A que distancia se debuxan as turbas e os elementos, como parte do normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Salta o terreo escondido detrás de seccións pechadas. Off custa moito.",
@@ -366,6 +367,7 @@
"Advanced": "Avanzado",
"Undo": "Desfacer",
"Search options": "Opcións de busca",
"Shortcut": "Atallo",
"Distance": "Distancia",
"Display": "Mostrar",
"Interface": "Interface",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibrar...",
"Calibrate Anyway...": "Calibrar de todos os xeitos...",
"Use Automatic Setup": "Use a configuración automática",
"Shortcut: %s": "Atallo: %s",
"Next": "A continuación",
"HDR Calibration %s/%s: %s": "Calibración HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Establece os tres debaixo da pantalla completa, unha imaxe de proba á vez.",
"A key that opens this screen from the game. Not bound at first.": "Unha tecla que abre esta pantalla desde o xogo. Non atado ao principio.",
"Your display didn't say how bright it gets: calibrate to set it up.": "A túa pantalla non indica o brillo que ten: calíbraa para configurala.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Xa estás configurado para a túa pantalla. Calibra só se o HDR parece incorrecto.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Devolve o brillo máximo e o branco de papel á configuración da pantalla.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Hāpai i nā aka i ka ʻeleʻele loa o kāu hōʻike. 0: ʻeleʻele maoli, ʻaʻohe hāpai.",
"How bright highlights get. Auto: the peak your system reports.": "Pehea e loaʻa ai nā hiʻohiʻona nani. Auto: ke kiʻekiʻe o kāu hōʻike pūnaewele.",
"How bright white looks in the world. Auto: your desktop's white.": "Pehea ke keʻokeʻo o ka honua. Akomi: ke keʻokeʻo o kāu papa hana.",
"How bright the HUD and menus are, against paper white.": "Pehea ka mālamalama o ka HUD a me nā menus, e kūʻē i ka pepa keʻokeʻo.",
"How far mobs, crops and machines keep working. CPU time.": "Pehea ka lōʻihi o ka hana ʻana o nā kānaka, nā mea kanu a me nā mīkini. manawa CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Pehea ka lōʻihi o ka huki ʻia ʻana o nā poʻe pōʻino a me nā mea, ma ke ʻano he mea maʻamau.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Holo i ka ʻāina huna ma hope o nā ʻāpana pani. He nui ke kumu kūʻai.",
@@ -366,6 +367,7 @@
"Advanced": "Kiʻekiʻe",
"Undo": "Wehe",
"Search options": "Nā koho huli",
"Shortcut": "Pōkole",
"Distance": "mamao",
"Display": "Hōʻike",
"Interface": "Ikepili",
@@ -436,9 +438,11 @@
"Calibrate...": "Hoʻoponopono ʻia...",
"Calibrate Anyway...": "E hoʻokaʻawale i kēlā me kēia...",
"Use Automatic Setup": "E hoʻohana i ka hoʻonohonoho ʻakomi",
"Shortcut: %s": "Pōkole: %s",
"Next": "Aʻe",
"HDR Calibration %s/%s: %s": "Hoʻoponopono HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Hoʻonohonoho i nā ʻekolu ma lalo o ka pale piha, hoʻokahi kiʻi hoʻāʻo i ka manawa.",
"A key that opens this screen from the game. Not bound at first.": "He kī e wehe ana i kēia pale mai ka pāʻani. ʻAʻole paʻa i ka wā mua.",
"Your display didn't say how bright it gets: calibrate to set it up.": "ʻAʻole i haʻi mai kāu hōʻike i ke ʻano o kona ʻālohilohi: calibrate e hoʻonohonoho iā ia.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Ua hoʻonohonoho ʻia no kāu hōʻike. Hoʻopili wale inā ʻike hewa ka HDR.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Hoʻihoʻi i ka Peak Brightness a me ka Pepa Keʻokeʻo i ka hoʻonohonoho o kāu hōʻike.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "מרים צללים אל השחור הכהה ביותר של הצג שלך. 0: שחור אמיתי, ללא הרמה.",
"How bright highlights get. Auto: the peak your system reports.": "כמה מדגישים בהירים מקבלים. אוטומטי: השיא שהמערכת שלך מדווחת עליו.",
"How bright white looks in the world. Auto: your desktop's white.": "כמה בהיר נראה לבן בעולם. אוטומטי: הלבן של שולחן העבודה שלך.",
"How bright the HUD and menus are, against paper white.": "כמה בהירים ה-HUD והתפריטים, מול נייר לבן.",
"How far mobs, crops and machines keep working. CPU time.": "עד כמה המון, יבולים ומכונות ממשיכים לעבוד. זמן מעבד.",
"How far away mobs and items are drawn, as a share of normal.": "כמה רחוק נמשכים אספסוף ופריטים, כחלק מהרגיל.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "מדלג על שטח מוסתר מאחורי קטעים סגורים. חופש עולה הרבה.",
@@ -366,6 +367,7 @@
"Advanced": "מתקדם",
"Undo": "בטל",
"Search options": "אפשרויות חיפוש",
"Shortcut": "קיצור דרך",
"Distance": "מרחק",
"Display": "תצוגה",
"Interface": "ממשק",
@@ -436,9 +438,11 @@
"Calibrate...": "כיול...",
"Calibrate Anyway...": "כייל בכל מקרה...",
"Use Automatic Setup": "השתמש בהגדרה אוטומטית",
"Shortcut: %s": "קיצור דרך: %s",
"Next": "הבא",
"HDR Calibration %s/%s: %s": "כיול HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "מגדיר את שלושת המסך המלא מתחת, תמונת בדיקה אחת בכל פעם.",
"A key that opens this screen from the game. Not bound at first.": "מפתח שפותח את המסך הזה מהמשחק. לא קשור בהתחלה.",
"Your display didn't say how bright it gets: calibrate to set it up.": "הצג שלך לא אמר כמה הוא בהיר: כייל כדי להגדיר אותו.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "כבר מוגדר לתצוגה שלך. כייל רק אם HDR נראה שגוי.",
"Puts Peak Brightness and Paper White back to your display's setup.": "מחזיר את Peak Brightness ואת נייר לבן להגדרות התצוגה.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "परछाइयों को आपके डिस्प्ले के सबसे गहरे काले तक उठाता है। 0: शुद्ध काला, कोई उठाव नहीं।",
"How bright highlights get. Auto: the peak your system reports.": "हाइटलाइट्स कितने चमकीले होते हैं। ऑटो: आपका सिस्टम जो शिखर रिपोर्ट करता है।",
"How bright white looks in the world. Auto: your desktop's white.": "दुनिया में सफेद कितना चमकीला दिखता है। ऑटो: आपके डेस्कटॉप का सफेद।",
"How bright the HUD and menus are, against paper white.": "पेपर व्हाइट की तुलना में HUD और मेनू कितने चमकीले हैं।",
"How far mobs, crops and machines keep working. CPU time.": "मॉब्स, फसलें और मशीनें कितनी दूर तक काम करती रहती हैं। CPU समय।",
"How far away mobs and items are drawn, as a share of normal.": "सामान्य के हिस्से के रूप में, मॉब्स और आइटम कितनी दूर खींचे जाते हैं।",
"Skips terrain hidden behind closed sections. Off costs a lot.": "बंद खंडों के पीछे छिपा भू-भाग छोड़ देता है। बंद करने पर अधिक लागत आती है।",
@@ -366,6 +367,7 @@
"Advanced": "उन्नत",
"Undo": "पूर्ववत करें",
"Search options": "विकल्प खोजें",
"Shortcut": "शॉर्टकट",
"Distance": "दूरी",
"Display": "डिस्प्ले",
"Interface": "इंटरफ़ेस",
@@ -436,9 +438,11 @@
"Calibrate...": "कैलिब्रेट करें...",
"Calibrate Anyway...": "वैसे भी कैलिब्रेट करें...",
"Use Automatic Setup": "स्वचालित सेटअप का उपयोग करें",
"Shortcut: %s": "शॉर्टकट: %s",
"Next": "अगला",
"HDR Calibration %s/%s: %s": "HDR कैलिब्रेशन %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "एक समय में एक परीक्षण चित्र के साथ, नीचे दिए गए तीनों को पूर्ण स्क्रीन पर सेट करता है।",
"A key that opens this screen from the game. Not bound at first.": "एक कुंजी जो गेम से इस स्क्रीन को खोलती है। पहले से बाउंड नहीं है।",
"Your display didn't say how bright it gets: calibrate to set it up.": "आपके डिस्प्ले ने यह नहीं बताया कि यह कितना चमकीला होता है: इसे सेट अप करने के लिए कैलिब्रेट करें।",
"Already set up for your display. Only calibrate if HDR looks wrong.": "आपके डिस्प्ले के लिए पहले से सेट अप है। केवल तभी कैलिब्रेट करें जब HDR गलत लगे।",
"Puts Peak Brightness and Paper White back to your display's setup.": "पीक ब्राइटनेस और पेपर व्हाइट को आपके डिस्प्ले के सेटअप पर वापस रखता है।",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Podiže sjene do najtamnije crne vašeg zaslona. 0: prava crna, bez podizanja.",
"How bright highlights get. Auto: the peak your system reports.": "Koliko svijetli postaju svijetli dijelovi. Automatski: vršna vrijednost koju prijavljuje vaš sustav.",
"How bright white looks in the world. Auto: your desktop's white.": "Koliko bijela izgleda svijetlo u svijetu. Automatski: bijela vaše radne površine.",
"How bright the HUD and menus are, against paper white.": "Koliko su svijetli HUD i izbornici u odnosu na papirnato bijelu.",
"How far mobs, crops and machines keep working. CPU time.": "Koliko daleko čudovišta, usjevi i strojevi nastavljaju raditi. Vrijeme CPU-a.",
"How far away mobs and items are drawn, as a share of normal.": "Koliko se daleko crtaju čudovišta i predmeti, kao udio normalnog.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Preskače teren skriven iza zatvorenih dijelova. Isključeno opterećuje sustav.",
@@ -366,6 +367,7 @@
"Advanced": "Napredno",
"Undo": "Poništi",
"Search options": "Opcije pretraživanja",
"Shortcut": "Prečac",
"Distance": "Udaljenost",
"Display": "Zaslon",
"Interface": "Sučelje",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibriraj...",
"Calibrate Anyway...": "Svejedno kalibriraj...",
"Use Automatic Setup": "Koristi automatsku postavu",
"Shortcut: %s": "Prečac: %s",
"Next": "Sljedeće",
"HDR Calibration %s/%s: %s": "HDR kalibracija %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Postavlja tri donja na cijeli zaslon, jednu testnu sliku po jednu.",
"A key that opens this screen from the game. Not bound at first.": "Tipka koja otvara ovaj zaslon iz igre. U početku nije povezana.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Vaš zaslon nije javio koliko svijetli: kalibrirajte ga za postavljanje.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Već postavljeno za vaš zaslon. Kalibrirajte samo ako HDR izgleda pogrešno.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Vraća najveću svjetlinu i papirnato bijelu na postavke vašeg zaslona.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Az árnyékokat a kijelző legmélyebb feketéjére emeli. 0: valódi fekete, emelés nélkül.",
"How bright highlights get. Auto: the peak your system reports.": "Milyen fényesek a csúcsfények. Automatikus: a rendszer által jelentett csúcs.",
"How bright white looks in the world. Auto: your desktop's white.": "Milyen fényesnek tűnik a fehér a világban. Automatikus: az asztal fehérje.",
"How bright the HUD and menus are, against paper white.": "Milyen fényesek a HUD és a menük papírfehérrel szemben.",
"How far mobs, crops and machines keep working. CPU time.": "Meddig dolgoznak a csőcselék, a termények és a gépek. CPU idő.",
"How far away mobs and items are drawn, as a share of normal.": "Milyen messzire húzódnak a mobok és tárgyak, a normál arányaként.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Kihagyja a zárt szakaszok mögé rejtett terepet. Az off sokba kerül.",
@@ -366,6 +367,7 @@
"Advanced": "Haladó",
"Undo": "Visszavonás",
"Search options": "Keresési lehetőségek",
"Shortcut": "Parancsikon",
"Distance": "Távolság",
"Display": "Kijelző",
"Interface": "Interfész",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrálás...",
"Calibrate Anyway...": "Mindenesetre kalibráld...",
"Use Automatic Setup": "Használja az Automatikus beállítást",
"Shortcut: %s": "Parancsikon: %s",
"Next": "Következő",
"HDR Calibration %s/%s: %s": "HDR kalibrálás %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "A három alatti teljes képernyőt állítja be, egyszerre egy tesztképet.",
"A key that opens this screen from the game. Not bound at first.": "Kulcs, amely megnyitja ezt a képernyőt a játékból. Először nem kötve.",
"Your display didn't say how bright it gets: calibrate to set it up.": "A kijelzője nem jelezte, hogy mennyire lesz fényes: kalibrálja a beállításhoz.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Már be van állítva a kijelzőjéhez. Csak akkor kalibráljon, ha a HDR rossznak tűnik.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Visszaállítja a csúcsfényerőt és a papírfehéret a kijelző beállításához.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Ստվերները բարձրացնում է ձեր էկրանի ամենամուգ սևին։ 0՝ իրական սև, առանց բարձրացման։",
"How bright highlights get. Auto: the peak your system reports.": "Որքան վառ ընդգծումներ են ստանում: Ավտոմատ. ձեր համակարգի գագաթնակետը հաղորդում է:",
"How bright white looks in the world. Auto: your desktop's white.": "Թե որքան պայծառ է սպիտակը երևում աշխարհում։ Ավտոմատ՝ ձեր աշխատասեղանի սպիտակը։",
"How bright the HUD and menus are, against paper white.": "Որքան վառ են HUD-ն ու մենյուները՝ թղթի սպիտակի դեմ:",
"How far mobs, crops and machines keep working. CPU time.": "Որքան հեռու են աշխատում ամբոխները, մշակաբույսերը և մեքենաները: Պրոցեսորի ժամանակ.",
"How far away mobs and items are drawn, as a share of normal.": "Որքա՜ն հեռու են քաշված ամբոխներն ու իրերը՝ որպես նորմալի մասնաբաժին։",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Բաց է թողնում փակ հատվածների հետևում թաքնված տեղանքը: Off ծախսերը շատ.",
@@ -366,6 +367,7 @@
"Advanced": "Ընդլայնված",
"Undo": "Հետարկել",
"Search options": "Որոնման ընտրանքներ",
"Shortcut": "Դյուրանցում",
"Distance": "Հեռավորությունը",
"Display": "Ցուցադրել",
"Interface": "Ինտերֆեյս",
@@ -436,9 +438,11 @@
"Calibrate...": "Կալիբրացիա...",
"Calibrate Anyway...": "Կալիբրացիա, այնուամենայնիվ...",
"Use Automatic Setup": "Օգտագործեք ավտոմատ կարգավորում",
"Shortcut: %s": "Դյուրանցում՝ %s",
"Next": "Հաջորդը",
"HDR Calibration %s/%s: %s": "HDR չափորոշում %s/%s՝ %s",
"Sets the three below full screen, one test picture at a time.": "Սահմանում է ներքևում գտնվող երեքը լիաէկրան, միաժամանակ մեկ փորձնական նկար:",
"A key that opens this screen from the game. Not bound at first.": "Բանալին, որը բացում է այս էկրանը խաղից: Սկզբում կապված չէ:",
"Your display didn't say how bright it gets: calibrate to set it up.": "Ձեր էկրանը չի ասում, թե որքան պայծառ է այն դառնում. չափաբերեք այն կարգավորելու համար:",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Արդեն ստեղծվել է ձեր ցուցադրման համար: Չափորոշեք միայն այն դեպքում, եթե HDR-ն սխալ տեսք ունի:",
"Puts Peak Brightness and Paper White back to your display's setup.": "Վերադարձնում է առավելագույն պայծառությունն ու թղթի սպիտակը ձեր էկրանի կարգավորումներին:",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Mengangkat bayangan ke hitam tergelap layar Anda. 0: hitam sejati, tanpa pengangkatan.",
"How bright highlights get. Auto: the peak your system reports.": "Seberapa terang sorotan cahaya. Otomatis: puncak yang dilaporkan oleh sistem Anda.",
"How bright white looks in the world. Auto: your desktop's white.": "Seberapa terang warna putih di dunia. Otomatis: putih desktop Anda.",
"How bright the HUD and menus are, against paper white.": "Seberapa terang HUD dan menu dibandingkan dengan putih kertas.",
"How far mobs, crops and machines keep working. CPU time.": "Seberapa jauh mob, tanaman, dan mesin tetap bekerja. Waktu CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Seberapa jauh mob dan item digambar, sebagai persentase dari normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Lewati medan yang tersembunyi di balik bagian tertutup. Nonaktif memakan banyak sumber daya.",
@@ -366,6 +367,7 @@
"Advanced": "Lanjutan",
"Undo": "Urungkan",
"Search options": "Cari opsi",
"Shortcut": "Pintasan",
"Distance": "Jarak",
"Display": "Tampilan",
"Interface": "Antarmuka",
@@ -436,9 +438,11 @@
"Calibrate...": "Kalibrasi...",
"Calibrate Anyway...": "Tetap Kalibrasi...",
"Use Automatic Setup": "Gunakan Pengaturan Otomatis",
"Shortcut: %s": "Pintasan: %s",
"Next": "Berikutnya",
"HDR Calibration %s/%s: %s": "Kalibrasi HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Mengatur ketiga hal di bawah ini ke mode layar penuh, satu gambar uji dalam satu waktu.",
"A key that opens this screen from the game. Not bound at first.": "Tombol untuk membuka layar ini dari dalam game. Belum diatur sebelumnya.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Layar Anda tidak melaporkan tingkat kecerahannya: lakukan kalibrasi untuk mengaturnya.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Sudah diatur untuk layar Anda. Kalibrasi ulang hanya jika tampilan HDR terlihat keliru.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Mengembalikan Kecerahan Puncak dan Putih Kertas ke pengaturan awal layar Anda.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Na-ebuli onyinyo ruo n'ojii kacha njọ nke ihuenyo gị. 0: ojii zuru oke, enweghị ebuli.",
"How bright highlights get. Auto: the peak your system reports.": "Kedu ka isi ihe na-egbuke egbuke si enweta. Akpaaka: ọnụ ọgụgụ kasị elu nke sistemụ gị na-akọ.",
"How bright white looks in the world. Auto: your desktop's white.": "Otú ọcha si acha na ụwa. Akpaaka: ọcha nke desktọp gị.",
"How bright the HUD and menus are, against paper white.": "Lee ka HUD na menus si na-enwu, megide ọcha akwụkwọ.",
"How far mobs, crops and machines keep working. CPU time.": "Ogologo oge ole na-eme mkpọtụ, ihe ọkụkụ na igwe na-arụ ọrụ. CPU oge.",
"How far away mobs and items are drawn, as a share of normal.": "Kedu ebe a na-adọta mobs na ihe dị anya, dịka òkè nke nkịtị.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Na-amafe ala zoro ezo n'azụ ngalaba mechiri emechi. Gbanyụọ na-efu nnukwu ego.",
@@ -366,6 +367,7 @@
"Advanced": "Nke dị elu",
"Undo": "Megharịa",
"Search options": "Chọọ nhọrọ",
"Shortcut": "Ụzọ mkpirisi",
"Distance": "Anya",
"Display": "Ngosipụta",
"Interface": "Nhazi ihu",
@@ -436,9 +438,11 @@
"Calibrate...": "Hazie...",
"Calibrate Anyway...": "Hazie agbanyeghị...",
"Use Automatic Setup": "Jiri Ntọala akpaaka",
"Shortcut: %s": "Ụzọ mkpirisi: %s",
"Next": "Na-esote",
"HDR Calibration %s/%s: %s": "HDR calibration %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Tọọ atọ n'okpuru ihuenyo zuru oke, otu foto nnwale n'otu oge.",
"A key that opens this screen from the game. Not bound at first.": "Igodo na-emepe ihuenyo a site na egwuregwu. Ekebeghị ya na mbụ.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Ngosipụta gị ekwughị ka ọ na-egbuke egbuke: hazie ka ịtọlite ya.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Ahaziri maka ngosi gị. Naanị hazie ma ọ bụrụ na HDR adịghị mma.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Na-eweghachi Peak Brightness na White Akwụkwọ na ntọlite ihe ngosi gị.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Lyftir skuggum upp að dökkasta svarti skjásins. 0: ekta svart, engin lyfting.",
"How bright highlights get. Auto: the peak your system reports.": "Hversu bjartir hápunktar verða. Sjálfvirkt: hámarkið sem kerfið þitt tilkynnir.",
"How bright white looks in the world. Auto: your desktop's white.": "Hversu bjart hvítt lítur út í heiminum. Sjálfvirk: hvítt skjáborðsins þíns.",
"How bright the HUD and menus are, against paper white.": "Hversu björt HUD og valmyndir eru, á móti pappírshvítum.",
"How far mobs, crops and machines keep working. CPU time.": "Hversu langt múgur, uppskera og vélar halda áfram að vinna. CPU tími.",
"How far away mobs and items are drawn, as a share of normal.": "Hversu langt í burtu múgur og hlutir eru dregnir, sem hlutfall af venjulegum.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Sleppir landslagi sem er falið á bak við lokaða kafla. Off kostar mikið.",
@@ -366,6 +367,7 @@
"Advanced": "Ítarlegri",
"Undo": "Afturkalla",
"Search options": "Leitarmöguleikar",
"Shortcut": "Flýtileið",
"Distance": "Fjarlægð",
"Display": "Skjár",
"Interface": "Viðmót",
@@ -436,9 +438,11 @@
"Calibrate...": "Kvarða...",
"Calibrate Anyway...": "Kvörðuðu samt...",
"Use Automatic Setup": "Notaðu sjálfvirka uppsetningu",
"Shortcut: %s": "Flýtileið: %s",
"Next": "Næst",
"HDR Calibration %s/%s: %s": "HDR kvörðun %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stillir þrjár fyrir neðan allan skjáinn, eina prufumynd í einu.",
"A key that opens this screen from the game. Not bound at first.": "Lykill sem opnar þennan skjá úr leiknum. Ekki bundið í fyrstu.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Skjárinn þinn sagði ekki hversu bjartur hann verður: kvarðaðu til að setja hann upp.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Nú þegar sett upp fyrir skjáinn þinn. Kvörðaðu aðeins ef HDR lítur rangt út.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Setur Peak Brightness og Paper White aftur í uppsetningu skjásins þíns.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Solleva le ombre fino al nero più cupo del tuo schermo. 0: nero reale, nessun sollevamento.",
"How bright highlights get. Auto: the peak your system reports.": "Come diventano brillanti le luci. Auto: il picco segnalato dal sistema.",
"How bright white looks in the world. Auto: your desktop's white.": "Quanto luminoso appare il bianco nel mondo. Auto: il bianco del tuo desktop.",
"How bright the HUD and menus are, against paper white.": "Quanto sono luminosi l'HUD e i menu, rispetto al bianco della carta.",
"How far mobs, crops and machines keep working. CPU time.": "Fino a che punto mob, raccolti e macchine continuano a funzionare. Tempo della CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Quanto lontano vengono disegnati mob e oggetti, come percentuale del normale.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Salta il terreno nascosto dietro le sezioni chiuse. Spendere costa molto.",
@@ -366,6 +367,7 @@
"Advanced": "Avanzato",
"Undo": "Annulla",
"Search options": "Opzioni di ricerca",
"Shortcut": "Scorciatoia",
"Distance": "Distanza",
"Display": "Visualizzazione",
"Interface": "Interfaccia",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibra...",
"Calibrate Anyway...": "Calibra comunque...",
"Use Automatic Setup": "Utilizza l'impostazione automatica",
"Shortcut: %s": "Scorciatoia: %s",
"Next": "Avanti",
"HDR Calibration %s/%s: %s": "Calibrazione HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Imposta le tre immagini sottostanti a schermo intero, un'immagine di prova alla volta.",
"A key that opens this screen from the game. Not bound at first.": "Una chiave che apre questa schermata del gioco. All'inizio non legato.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Il display non ha indicato la luminosità: calibralo per configurarlo.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Già predisposto per il tuo display. Calibrare solo se l'HDR sembra sbagliato.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Riporta la luminosità di picco e il bianco della carta alla configurazione del display.",
@@ -315,6 +315,7 @@
"Sets the options below together. Changing one makes it Custom.": "以下のオプションをまとめて設定します。どれかを変更するとカスタムになります。",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "溶岩、火、太陽光は白よりも明るく輝きます。 HDRディスプレイが必要です。",
"How bright highlights get. Auto: the peak your system reports.": "ハイライトがどれだけ明るくなるか。自動: システムが報告するピーク。",
"How bright the HUD and menus are, against paper white.": "紙の白に対する HUD とメニューの明るさ。",
"How far mobs, crops and machines keep working. CPU time.": "暴徒、作物、機械がどこまで機能し続けるか。 CPU時間。",
"How far away mobs and items are drawn, as a share of normal.": "通常の割合として、Mob とアイテムが描画される距離。",
"Skips terrain hidden behind closed sections. Off costs a lot.": "閉じたセクションの後ろに隠れている地形をスキップします。オフには多額の費用がかかります。",
@@ -367,6 +368,7 @@
"Advanced": "上級者向け",
"Undo": "元に戻す",
"Search options": "検索オプション",
"Shortcut": "ショートカット",
"Distance": "距離",
"Display": "ディスプレイ",
"Interface": "インターフェース",
@@ -436,9 +438,11 @@
"Calibrate...": "校正...",
"Calibrate Anyway...": "とにかく校正してください...",
"Use Automatic Setup": "自動セットアップを使用する",
"Shortcut: %s": "ショートカット: %s",
"Next": "次へ",
"HDR Calibration %s/%s: %s": "HDR キャリブレーション %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "フルスクリーンの下の 3 つを、一度に 1 つのテスト画像を設定します。",
"A key that opens this screen from the game. Not bound at first.": "ゲームからこの画面を開くキー。最初は縛られてない。",
"Your display didn't say how bright it gets: calibrate to set it up.": "ディスプレイにはどのくらい明るくなるかは記載されていません。調整して設定してください。",
"Already set up for your display. Only calibrate if HDR looks wrong.": "ディスプレイ用にすでにセットアップされています。 HDR が間違っていると思われる場合にのみ調整してください。",
"Puts Peak Brightness and Paper White back to your display's setup.": "ピークの明るさとペーパー ホワイトをディスプレイの設定に戻します。",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "ჩრდილებს ასწევს თქვენი ეკრანის ყველაზე ბნელ შავამდე. 0: ნამდვილი შავი, აწევის გარეშე.",
"How bright highlights get. Auto: the peak your system reports.": "რამდენად ნათელი ხაზგასმა ხდება. ავტომატური: თქვენი სისტემის ანგარიშების პიკი.",
"How bright white looks in the world. Auto: your desktop's white.": "რამდენად ნათელია თეთრი სამყაროში. ავტო: თქვენი სამუშაო მაგიდის თეთრი.",
"How bright the HUD and menus are, against paper white.": "რამდენად ნათელია HUD და მენიუები, ქაღალდის თეთრის წინააღმდეგ.",
"How far mobs, crops and machines keep working. CPU time.": "რამდენად შორს მუშაობენ ბრბოები, ნათესები და მანქანები. CPU დრო.",
"How far away mobs and items are drawn, as a share of normal.": "რამდენად შორს არის დახატული ბრბო და ნივთები, როგორც ნორმალური წილი.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "გამოტოვებს დახურულ მონაკვეთებს მიღმა დამალულ რელიეფს. გამორთვა ბევრი ღირს.",
@@ -366,6 +367,7 @@
"Advanced": "გაფართოებული",
"Undo": "გაუქმება",
"Search options": "ძიების პარამეტრები",
"Shortcut": "მალსახმობი",
"Distance": "მანძილი",
"Display": "ჩვენება",
"Interface": "ინტერფეისი",
@@ -436,9 +438,11 @@
"Calibrate...": "დაკალიბრება...",
"Calibrate Anyway...": "დაკალიბრება მაინც...",
"Use Automatic Setup": "გამოიყენეთ ავტომატური დაყენება",
"Shortcut: %s": "მალსახმობი: %s",
"Next": "შემდეგი",
"HDR Calibration %s/%s: %s": "HDR კალიბრაცია %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "აყენებს სრულ ეკრანზე ქვემოთ მოცემულ სამს, თითო სატესტო სურათს ერთდროულად.",
"A key that opens this screen from the game. Not bound at first.": "გასაღები, რომელიც ხსნის ამ ეკრანს თამაშიდან. თავდაპირველად არ არის შეკრული.",
"Your display didn't say how bright it gets: calibrate to set it up.": "თქვენს ეკრანს არ უთქვამს რამდენად ნათელი ხდება: დააკალიბრეთ მის დასაყენებლად.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "უკვე დაყენებულია თქვენი ეკრანისთვის. დაკალიბრება მხოლოდ იმ შემთხვევაში, თუ HDR არასწორად გამოიყურება.",
"Puts Peak Brightness and Paper White back to your display's setup.": "აბრუნებს მაქსიმალურ სიკაშკაშეს და ქაღალდის თეთრს თქვენი ეკრანის პარამეტრებში.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Көлеңкелерді дисплейіңіздің ең терең қарасына көтереді. 0: таза қара, көтерілусіз.",
"How bright highlights get. Auto: the peak your system reports.": "Жарқын нүктелер қаншалықты жарқын болады. Автоматты: жүйе есептерінің шыңы.",
"How bright white looks in the world. Auto: your desktop's white.": "Әлемде ақ түстің қаншалықты жарық көрінетіні. Авто: жұмыс үстеліңіздің ақ түсі.",
"How bright the HUD and menus are, against paper white.": "HUD және мәзірлер ақ қағазға қарағанда қаншалықты жарқын.",
"How far mobs, crops and machines keep working. CPU time.": "Топтар, дақылдар мен машиналар қаншалықты алыс жұмыс істейді. CPU уақыты.",
"How far away mobs and items are drawn, as a share of normal.": "Қалыпты үлес ретінде тобыр мен заттар қаншалықты алыс тартылады.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Жабық бөліктердің артына жасырылған жерді өткізіп жібереді. Өшіру көп шығынға ұшырайды.",
@@ -366,6 +367,7 @@
"Advanced": "Жетілдірілген",
"Undo": "Болдырмау",
"Search options": "Іздеу опциялары",
"Shortcut": "Таңбаша",
"Distance": "Қашықтық",
"Display": "Дисплей",
"Interface": "Интерфейс",
@@ -436,9 +438,11 @@
"Calibrate...": "Калибрлеу...",
"Calibrate Anyway...": "Қалай болғанда да калибрлеу...",
"Use Automatic Setup": "Автоматты орнатуды пайдаланыңыз",
"Shortcut: %s": "Таңбаша: %s",
"Next": "Келесі",
"HDR Calibration %s/%s: %s": "HDR калибрлеу %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Төмендегі үш толық экранды, бір уақытта бір сынақ суретін орнатады.",
"A key that opens this screen from the game. Not bound at first.": "Ойыннан осы экранды ашатын перне. Басында байланысты емес.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Дисплей қаншалықты жарық болатынын айтпады: оны орнату үшін калибрленіңіз.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Дисплей үшін әлдеқашан орнатылған. HDR дұрыс емес болып көрінсе ғана калибрлендіріңіз.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Ең жоғары жарықтық пен ақ қағазды дисплей параметрлеріне қайтарады.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "ನೆರಳುಗಳನ್ನು ನಿಮ್ಮ ಡಿಸ್‌ಪ್ಲೇಯ ಕಪ್ಪು ಮಟ್ಟಕ್ಕೆ ಎತ್ತುತ್ತದೆ. 0: ನಿಜವಾದ ಕಪ್ಪು, ಎತ್ತುವಿಕೆ ಇಲ್ಲ.",
"How bright highlights get. Auto: the peak your system reports.": "ಪ್ರಕಾಶಮಾನವಾದ ಮುಖ್ಯಾಂಶಗಳು ಹೇಗೆ ಸಿಗುತ್ತವೆ. ಸ್ವಯಂ: ನಿಮ್ಮ ಸಿಸ್ಟಂ ವರದಿಗಳ ಗರಿಷ್ಠ.",
"How bright white looks in the world. Auto: your desktop's white.": "ಜಗತ್ತಿನಲ್ಲಿ ಬಿಳಿ ಎಷ್ಟು ಪ್ರಕಾಶಮಾನವಾಗಿ ಕಾಣುತ್ತದೆ. ಆಟೋ: ನಿಮ್ಮ ಡೆಸ್ಕ್‌ಟಾಪ್‌ನ ಬಿಳಿ.",
"How bright the HUD and menus are, against paper white.": "ಕಾಗದದ ಬಿಳಿಯ ವಿರುದ್ಧ HUD ಮತ್ತು ಮೆನುಗಳು ಎಷ್ಟು ಪ್ರಕಾಶಮಾನವಾಗಿವೆ.",
"How far mobs, crops and machines keep working. CPU time.": "ಜನಸಮೂಹಗಳು, ಬೆಳೆಗಳು ಮತ್ತು ಯಂತ್ರಗಳು ಎಷ್ಟು ಕೆಲಸ ಮಾಡುತ್ತವೆ. CPU ಸಮಯ.",
"How far away mobs and items are drawn, as a share of normal.": "ಜನಸಮೂಹ ಮತ್ತು ವಸ್ತುಗಳನ್ನು ಎಷ್ಟು ದೂರದಲ್ಲಿ ಎಳೆಯಲಾಗುತ್ತದೆ, ಸಾಮಾನ್ಯ ಪಾಲು.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "ಮುಚ್ಚಿದ ವಿಭಾಗಗಳ ಹಿಂದೆ ಮರೆಮಾಡಲಾಗಿರುವ ಭೂಪ್ರದೇಶವನ್ನು ಬಿಟ್ಟುಬಿಡುತ್ತದೆ. ಆಫ್ ಬಹಳಷ್ಟು ವೆಚ್ಚವಾಗುತ್ತದೆ.",
@@ -366,6 +367,7 @@
"Advanced": "ಸುಧಾರಿತ",
"Undo": "ರದ್ದುಮಾಡು",
"Search options": "ಹುಡುಕಾಟ ಆಯ್ಕೆಗಳು",
"Shortcut": "ಶಾರ್ಟ್‌ಕಟ್",
"Distance": "ದೂರ",
"Display": "ಪ್ರದರ್ಶನ",
"Interface": "ಇಂಟರ್ಫೇಸ್",
@@ -436,9 +438,11 @@
"Calibrate...": "ಮಾಪನಾಂಕ ನಿರ್ಣಯಿಸಿ...",
"Calibrate Anyway...": "ಹೇಗಾದರೂ ಮಾಪನಾಂಕ ಮಾಡಿ...",
"Use Automatic Setup": "ಸ್ವಯಂಚಾಲಿತ ಸೆಟಪ್ ಬಳಸಿ",
"Shortcut: %s": "ಶಾರ್ಟ್‌ಕಟ್: %s",
"Next": "ಮುಂದೆ",
"HDR Calibration %s/%s: %s": "HDR ಮಾಪನಾಂಕ ನಿರ್ಣಯ %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "ಮೂರು ಕೆಳಗಿನ ಪೂರ್ಣ ಪರದೆಯನ್ನು ಹೊಂದಿಸುತ್ತದೆ, ಒಂದು ಸಮಯದಲ್ಲಿ ಒಂದು ಪರೀಕ್ಷಾ ಚಿತ್ರ.",
"A key that opens this screen from the game. Not bound at first.": "ಆಟದಿಂದ ಈ ಪರದೆಯನ್ನು ತೆರೆಯುವ ಕೀ. ಮೊದಲಿಗೆ ಬದ್ಧವಾಗಿಲ್ಲ.",
"Your display didn't say how bright it gets: calibrate to set it up.": "ನಿಮ್ಮ ಡಿಸ್‌ಪ್ಲೇ ಅದು ಎಷ್ಟು ಪ್ರಕಾಶಮಾನವಾಗಿದೆ ಎಂದು ಹೇಳಿಲ್ಲ: ಅದನ್ನು ಹೊಂದಿಸಲು ಮಾಪನಾಂಕ ಮಾಡಿ.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "ನಿಮ್ಮ ಪ್ರದರ್ಶನಕ್ಕಾಗಿ ಈಗಾಗಲೇ ಹೊಂದಿಸಲಾಗಿದೆ. HDR ತಪ್ಪಾಗಿ ಕಂಡುಬಂದರೆ ಮಾತ್ರ ಮಾಪನಾಂಕ ನಿರ್ಣಯಿಸಿ.",
"Puts Peak Brightness and Paper White back to your display's setup.": "ಪೀಕ್ ಬ್ರೈಟ್‌ನೆಸ್ ಮತ್ತು ಪೇಪರ್ ವೈಟ್ ಅನ್ನು ನಿಮ್ಮ ಡಿಸ್‌ಪ್ಲೇಯ ಸೆಟಪ್‌ಗೆ ಹಿಂತಿರುಗಿಸುತ್ತದೆ.",
@@ -315,6 +315,7 @@
"Sets the options below together. Changing one makes it Custom.": "아래 옵션들을 함께 설정합니다. 하나라도 변경하면 사용자 지정으로 전환됩니다.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "용암, 불, 햇빛이 흰색보다 더 밝게 빛납니다. HDR 디스플레이가 필요합니다.",
"How bright highlights get. Auto: the peak your system reports.": "하라이트의 최대 밝기입니다. 자동: 시스템이 보고하는 최고 값입니다.",
"How bright the HUD and menus are, against paper white.": "페이퍼 화이트 대비 HUD 및 메뉴의 밝기입니다.",
"How far mobs, crops and machines keep working. CPU time.": "몹, 농작물, 기계가 계속 작동하는 거리입니다. CPU 시간이 소모됩니다.",
"How far away mobs and items are drawn, as a share of normal.": "정상 대비 몹과 아이템이 그려지는 거리 비율입니다.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "닫힌 구역 뒤에 숨겨진 지형을 건너뜁니다. 끔으로 설정 시 성능 비용이 큽니다.",
@@ -367,6 +368,7 @@
"Advanced": "고급",
"Undo": "실행 취소",
"Search options": "옵션 검색",
"Shortcut": "단축키",
"Distance": "거리",
"Display": "디스플레이",
"Interface": "인터페이스",
@@ -436,9 +438,11 @@
"Calibrate...": "보정...",
"Calibrate Anyway...": "그래도 보정...",
"Use Automatic Setup": "자동 설정 사용",
"Shortcut: %s": "단축키: %s",
"Next": "다음",
"HDR Calibration %s/%s: %s": "HDR 보정 %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "테스트 사진을 한 장씩 사용하여 아래 세 가지를 전체 화면으로 설정합니다.",
"A key that opens this screen from the game. Not bound at first.": "게임 내에서 이 화면을 여는 키입니다. 기본적으로 바인딩되어 있지 않습니다.",
"Your display didn't say how bright it gets: calibrate to set it up.": "디스플레이의 최대 밝기 정보가 없습니다. 설정하려면 보정하세요.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "디스플레이에 맞게 이미 설정되어 있습니다. HDR이 잘못 표시되는 경우에만 보정하세요.",
"Puts Peak Brightness and Paper White back to your display's setup.": "최대 밝기와 페이퍼 화이트를 디스플레이의 기본 설정으로 되돌립니다.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Көлөкөлөрдү дисплейиңиздин эң кара карасына көтөрөт. 0: чыныгы кара, көтөрүү жок.",
"How bright highlights get. Auto: the peak your system reports.": "Кандай гана жаркыраган жерлер. Авто: тутумуңуздун эң жогорку көрсөткүчү.",
"How bright white looks in the world. Auto: your desktop's white.": "Дүйнөдө ак кандай жарык көрүнөт. Авто: иш тактаңыздын актыгы.",
"How bright the HUD and menus are, against paper white.": "Ак кагазга каршы HUD жана менюлар канчалык жарык.",
"How far mobs, crops and machines keep working. CPU time.": "Канчалык мобу, эгиндер жана машиналар иштей беришет. CPU убактысы.",
"How far away mobs and items are drawn, as a share of normal.": "Кадимкидей үлүшү катары, канча аралыкта мобдор жана буюмдар тартылат.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Жабык бөлүмдөрдүн артына жашырылган жерди өткөрүп жиберет. Чечим көп чыгымдалат.",
@@ -366,6 +367,7 @@
"Advanced": "Өркүндөтүлгөн",
"Undo": "Жок кылуу",
"Search options": "Издөө параметрлери",
"Shortcut": "Жарлык",
"Distance": "Дистанция",
"Display": "Дисплей",
"Interface": "Интерфейс",
@@ -436,9 +438,11 @@
"Calibrate...": "Калибрлөө...",
"Calibrate Anyway...": "Баары бир калибрлөө...",
"Use Automatic Setup": "Автоматтык орнотууну колдонуңуз",
"Shortcut: %s": "Кыска жол: %s",
"Next": "Кийинки",
"HDR Calibration %s/%s: %s": "HDR калибрлөө %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Толук экрандын астындагы үчөөнү, бир убакта бир сыноо сүрөтүн орнотот.",
"A key that opens this screen from the game. Not bound at first.": "Бул экранды оюндан ачкан ачкыч. Башында байланган эмес.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Дисплейде анын канчалык жарык болоору айтылган жок: аны жөндөө үчүн калибрлеңиз.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Дисплейиңиз үчүн мурунтан эле орнотулган. HDR туура эмес көрүнсө гана калибрлеңиз.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Дисплейиңиздин орнотулушуна эң жогорку жарыктык жана кагаз ак түсүн коет.",
@@ -310,6 +310,7 @@
"Lifts shadows onto your display's darkest black. 0: true black, no lift.": "Umbras ad nigerrimum ostentus tui attollit. 0: vere nigrum, sine elevatione.",
"How bright highlights get. Auto: the peak your system reports.": "quam claram lucem eg. Auto: ratio tua ad apicem refert.",
"How bright white looks in the world. Auto: your desktop's white.": "Quam candidum album in mundo videatur. Automaticum: album scrinii tui.",
"How bright the HUD and menus are, against paper white.": "Quam clara TESTA et menus sunt contra chartam albam.",
"How far mobs, crops and machines keep working. CPU time.": "Quam longe turbas, fruges et machinis opus servant. CPU tempus.",
"How far away mobs and items are drawn, as a share of normal.": "Quam procul sunt turbae et vasa ducuntur, ut communis pars.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Skips locorum occultis sectionibus clausis. Off multum constat.",
@@ -366,6 +367,7 @@
"Advanced": "Provecta",
"Undo": "Revoca",
"Search options": "Quaerere optiones",
"Shortcut": "Brevis",
"Distance": "procul",
"Display": "Ostendere",
"Interface": "Interfacies",
@@ -436,9 +438,11 @@
"Calibrate...": "Calibrare...",
"Calibrate Anyway...": "Calibrate Usquam...",
"Use Automatic Setup": "Lorem Setup utere",
"Shortcut: %s": "Brevis:%s",
"Next": "Proximum",
"HDR Calibration %s/%s: %s": "HDR Calibration%s/%s:%s",
"Sets the three below full screen, one test picture at a time.": "Tres infra ponit tentorium plenum, unum tabula testium ad tempus.",
"A key that opens this screen from the game. Not bound at first.": "Clavis quae hoc tegumentum a ludo aperit. Non primo tenetur.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Ostentatio tua non dixit quam clara accipit: calibrate ut eam erigat.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Iam ad ostentationem tuam constitue. Tantum calibrate si HDR nefas spectat.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Ponit Peak Brightness et Chartam Albam reducere ad tui ostentationis setup.",
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