# type: bool
# smooth_lighting = true
+# Enables tradeoffs that reduce CPU load or increase rendering performance
+# at the expense of minor visual glitches that do not impact game playability.
+# type: bool
+# performance_tradeoffs = false
+
# Clouds are a client side effect.
# type: bool
# enable_clouds = true
# type: bool
# enable_waving_plants = false
-#### Dynamic shadows
-
-# Set to true to enable Shadow Mapping.
-# Requires shaders to be enabled.
-# type: bool
-# enable_dynamic_shadows = false
-
-# Set the shadow strength.
-# Lower value means lighter shadows, higher value means darker shadows.
-# type: float min: 0.05 max: 1
-# shadow_strength = 0.2
-
-# Maximum distance to render shadows.
-# type: float min: 10 max: 1000
-# shadow_map_max_distance = 120.0
-
-# Texture size to render the shadow map on.
-# This must be a power of two.
-# Bigger numbers create better shadows but it is also more expensive.
-# type: int min: 128 max: 8192
-# shadow_map_texture_size = 1024
-
-# Sets shadow texture quality to 32 bits.
-# On false, 16 bits texture will be used.
-# This can cause much more artifacts in the shadow.
-# type: bool
-# shadow_map_texture_32bit = true
-
-# Enable Poisson disk filtering.
-# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
-# type: bool
-# shadow_poisson_filter = true
-
-# Define shadow filtering quality.
-# This simulates the soft shadows effect by applying a PCF or Poisson disk
-# but also uses more resources.
-# type: enum values: 0, 1, 2
-# shadow_filters = 1
-
-# Enable colored shadows.
-# On true translucent nodes cast colored shadows. This is expensive.
-# type: bool
-# shadow_map_color = false
-
-# Spread a complete update of shadow map over given amount of frames.
-# Higher values might make shadows laggy, lower values
-# will consume more resources.
-# Minimum value: 1; maximum value: 16
-# type: int min: 1 max: 16
-# shadow_update_frames = 8
-
-# Set the soft shadow radius size.
-# Lower values mean sharper shadows, bigger values mean softer shadows.
-# Minimum value: 1.0; maximum value: 10.0
-# type: float min: 1 max: 10
-# shadow_soft_radius = 1.0
-
-# Set the tilt of Sun/Moon orbit in degrees.
-# Value of 0 means no tilt / vertical orbit.
-# Minimum value: 0.0; maximum value: 60.0
-# type: float min: 0 max: 60
-# shadow_sky_body_orbit_tilt = 0.0
-
### Advanced
# Arm inertia, gives a more realistic movement of
# type: bool
# tooltip_append_itemname = false
-# Whether FreeType fonts are used, requires FreeType support to be compiled in.
-# If disabled, bitmap and XML vectors fonts are used instead.
-# type: bool
-# freetype = true
-
# type: bool
# font_bold = false
# type: int min: 0 max: 255
# font_shadow_alpha = 127
-# Font size of the default font in point (pt).
+# Font size of the default font where 1 unit = 1 pixel at 96 DPI
# type: int min: 1
# font_size = 16
-# Path to the default font.
-# If “freetype” setting is enabled: Must be a TrueType font.
-# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
+# For pixel-style fonts that do not scale well, this ensures that font sizes used
+# with this font will always be divisible by this value, in pixels. For instance,
+# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
+# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
+# type: int min: 1
+# font_size_divisible_by = 1
+
+# Path to the default font. Must be a TrueType font.
# The fallback font will be used if the font cannot be loaded.
# type: filepath
# font_path = fonts/Arimo-Regular.ttf
# type: filepath
# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
-# Font size of the monospace font in point (pt).
+# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
+# type: int min: 1
+# mono_font_size = 16
+
+# For pixel-style fonts that do not scale well, this ensures that font sizes used
+# with this font will always be divisible by this value, in pixels. For instance,
+# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
+# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
# type: int min: 1
-# mono_font_size = 15
+# mono_font_size_divisible_by = 1
-# Path to the monospace font.
-# If “freetype” setting is enabled: Must be a TrueType font.
-# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
+# Path to the monospace font. Must be a TrueType font.
# This font is used for e.g. the console and profiler screen.
# type: filepath
# mono_font_path = fonts/Cousine-Regular.ttf
# type: filepath
# mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
-# Path of the fallback font.
-# If “freetype” setting is enabled: Must be a TrueType font.
-# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
+# Path of the fallback font. Must be a TrueType font.
# This font will be used for certain languages or if the default font is unavailable.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
# Maximum number of statically stored objects in a block.
# type: int
-# max_objects_per_block = 64
+# max_objects_per_block = 256
# See https://www.sqlite.org/pragma.html#pragma_synchronous
# type: enum values: 0, 1, 2
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
# Only mapchunks completely within the mapgen limit are generated.
# Value is stored per-world.
-# type: int min: 0 max: 31000
-# mapgen_limit = 31000
+# type: int min: 0 max: 31007
+# mapgen_limit = 31007
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees