|
31 | 31 | category = "00_modules") |
32 | 32 | @Config.RequiresMcRestart |
33 | 33 | public class ModuleConfig { |
34 | | - @Config.Comment("Optimizes the way forge scans the classpath during launch.\n" + |
35 | | - "Not compatible with some badly-written mods.\n" + |
36 | | - "FPS impact: None, but makes startup a bit faster") |
| 34 | + @Config.Comment({ |
| 35 | + "Optimizes the way forge scans the classpath during launch.", |
| 36 | + "Not compatible with some badly-written mods.", |
| 37 | + "FPS impact: None, but makes startup a bit faster" |
| 38 | + }) |
37 | 39 | @Config.DefaultBoolean(false) |
38 | 40 | public static boolean STARTUP_OPTIMIZATIONS_V2; |
39 | 41 |
|
40 | | - @Config.Comment("Enable/Disable texture optimizations. This includes:\n" + |
41 | | - "- Multithreaded animated textures\n" + |
42 | | - "- Faster texture atlas packing during startup\n" + |
43 | | - "FPS impact: Reduced stuttering in heavily modded packs") |
| 42 | + @Config.Comment({ |
| 43 | + "Enable/Disable texture optimizations. This includes:", |
| 44 | + "- Multithreaded animated textures", |
| 45 | + "- Faster texture atlas packing during startup", |
| 46 | + "FPS impact: Reduced stuttering in heavily modded packs" |
| 47 | + }) |
44 | 48 | @Config.DefaultBoolean(true) |
45 | 49 | public static boolean TEXTURE_OPTIMIZATIONS; |
46 | 50 |
|
47 | | - @Config.Comment("Enable/Disable item voxelization. This fixes a huge amount of item render issues, but is still\n" + |
48 | | - "an experimental feature.\n" + |
49 | | - "Also includes the 3D rails.") |
| 51 | + @Config.Comment({ |
| 52 | + "Enable/Disable item voxelization. This fixes a huge amount of item render issues, but is still", |
| 53 | + "an experimental feature.", |
| 54 | + "Also includes the 3D rails." |
| 55 | + }) |
50 | 56 | @Config.DefaultBoolean(true) |
51 | 57 | public static boolean VOXELIZER; |
52 | 58 |
|
53 | | - @Config.Comment("Enables the Triangulator module. This also includes the ambient occlusion and smooth lighting fix," + |
54 | | - "along with the block crack fix. Also provides the VertexAPI used by the BSP sorter and the threading system.\n" + |
55 | | - "If you want to use those fixes without having triangulated meshes, set the ENABLE_QUAD_TRIANGULATION\n" + |
56 | | - "property to false in the triangulator category.\n" + |
57 | | - "FPS impact: Tiny performance decrease, but smooth lighting will look way better.") |
| 59 | + @Config.Comment({ |
| 60 | + "Enables the Triangulator module. This also includes the ambient occlusion and smooth lighting fix," + |
| 61 | + "along with the block crack fix. Also provides the VertexAPI used by the BSP sorter and the threading system.", |
| 62 | + "If you want to use those fixes without having triangulated meshes, set the ENABLE_QUAD_TRIANGULATION", |
| 63 | + "property to false in the triangulator category.", |
| 64 | + "FPS impact: Tiny performance decrease, but smooth lighting will look way better." |
| 65 | + }) |
58 | 66 | @Config.DefaultBoolean(true) |
59 | 67 | public static boolean TRIANGULATOR; |
60 | 68 |
|
61 | | - @Config.Comment("Enable an optimized, BSP-tree based vertex sorting algorithm for transparent blocks.\n" + |
62 | | - "Force-enables TRIANGULATOR.\n" + |
63 | | - "FPS impact: A little bit less stuttering when moving around with a lot of stained glass-like blocks around") |
| 69 | + @Config.Comment({ |
| 70 | + "Enable an optimized, BSP-tree based vertex sorting algorithm for transparent blocks.", |
| 71 | + "Force-enables TRIANGULATOR.", |
| 72 | + "FPS impact: A little bit less stuttering when moving around with a lot of stained glass-like blocks around" |
| 73 | + }) |
64 | 74 | @Config.DefaultBoolean(true) |
65 | 75 | public static boolean BSP_SORTING; |
66 | 76 |
|
67 | | - @Config.Comment("Dropped and held items are re-rendered every frame, generating a lot of\n" + |
68 | | - "unnecessary CPU load because of the very inefficient way the rendering is done.\n" + |
69 | | - "With this enabled, FalseTweaks will cache pre-rendered versions of items into RenderLists\n" + |
70 | | - "(same things that chunks use) to minimize the amount of work done by the cpu for every single item.\n" + |
71 | | - "FPS impact: Decent improvement with lots of items on ground") |
| 77 | + @Config.Comment({ |
| 78 | + "Dropped and held items are re-rendered every frame, generating a lot of", |
| 79 | + "unnecessary CPU load because of the very inefficient way the rendering is done.", |
| 80 | + "With this enabled, FalseTweaks will cache pre-rendered versions of items into RenderLists", |
| 81 | + "(same things that chunks use) to minimize the amount of work done by the cpu for every single item.", |
| 82 | + "FPS impact: Decent improvement with lots of items on ground" |
| 83 | + }) |
72 | 84 | @Config.DefaultBoolean(true) |
73 | 85 | public static boolean ITEM_RENDER_LISTS; |
74 | 86 |
|
75 | 87 | @Config.Comment("Disables the Realms button on the main menu.") |
76 | 88 | @Config.DefaultBoolean(true) |
77 | 89 | public static boolean NO_REALMS_ON_MENU; |
78 | 90 |
|
79 | | - @Config.Comment("Beacons also have an optimization using renderlists. If you spot any issues related to beacons,\n" + |
80 | | - "you can toggle said optimization here.\n" + |
81 | | - "FPS impact: Tiny improvement near beacons") |
| 91 | + @Config.Comment({ |
| 92 | + "Beacons also have an optimization using renderlists. If you spot any issues related to beacons,", |
| 93 | + "you can toggle said optimization here.", |
| 94 | + "FPS impact: Tiny improvement near beacons" |
| 95 | + }) |
82 | 96 | @Config.DefaultBoolean(true) |
83 | 97 | public static boolean BEACON_OPTIMIZATION; |
84 | 98 |
|
85 | | - @Config.Comment("Transparent tile entities (beacons, for instance) might render behind other tile entities that are\n" + |
86 | | - "actually BEHIND the transparent part. Sorting the tile entities before rendering fixes this bug.\n" + |
87 | | - "FPS impact: Slight decrease") |
| 99 | + @Config.Comment({ |
| 100 | + "Transparent tile entities (beacons, for instance) might render behind other tile entities that are", |
| 101 | + "actually BEHIND the transparent part. Sorting the tile entities before rendering fixes this bug.", |
| 102 | + "FPS impact: Slight decrease" |
| 103 | + }) |
88 | 104 | @Config.DefaultBoolean(false) |
89 | 105 | public static boolean TE_TRANSPARENCY_FIX; |
90 | 106 |
|
91 | | - @Config.Comment("Makes translucent geometry of chunks render slightly closer to the camera. (experimental)\n" + |
92 | | - "This reduces Z-Fighting on blocks which have overlapping opaque and translucent geometry,\n" + |
93 | | - "at the cost of far away geometry sometimes rendering on top of opaque geometry. (>100~ blocks)\n" + |
94 | | - "FPS impact: Unknown") |
95 | | - @Config.DefaultBoolean(false) |
96 | | - public static boolean BLOCK_LAYER_TRANSPARENCY_FIX; |
97 | 107 | @Config.Comment({ |
98 | | - "Particle water transparency fix" |
| 108 | + "Makes translucent geometry of chunks render slightly closer to the camera. (experimental)", |
| 109 | + "This reduces Z-Fighting on blocks which have overlapping opaque and translucent geometry,", |
| 110 | + "at the cost of far away geometry sometimes rendering on top of opaque geometry. (>100~ blocks)", |
| 111 | + "FPS impact: Unknown" |
99 | 112 | }) |
| 113 | + @Config.DefaultBoolean(false) |
| 114 | + public static boolean BLOCK_LAYER_TRANSPARENCY_FIX; |
| 115 | + |
| 116 | + @Config.Comment("Particle water transparency fix") |
100 | 117 | @Config.DefaultBoolean(true) |
101 | 118 | public static boolean PARTICLE_TRANSPARENCY_FIX; |
102 | 119 |
|
103 | | - @Config.Comment("3D particles (experimental)\n" + |
104 | | - "FPS impact: Unknown") |
| 120 | + @Config.Comment({ |
| 121 | + "3D particles (experimental)", |
| 122 | + "FPS impact: Unknown" |
| 123 | + }) |
105 | 124 | @Config.DefaultBoolean(false) |
106 | 125 | public static boolean CUBIC_PARTICLES; |
107 | 126 |
|
108 | | - @Config.Comment("Improves the mipmap system of minecraft with 2 things:\n" + |
109 | | - "1. Every tiny texture is upscaled to at least 16x16 to allow for 4 mipmap levels, even if a mod has a texture smaller than 16x16.\n" + |
110 | | - "2. Replaces the mipmap generation with a multithreaded system, which scales with the number of cores in your system.\n" + |
111 | | - "FPS impact: none, but resource pack reload times (and startup time) are cut down by a lot") |
| 127 | + @Config.Comment({ |
| 128 | + "Improves the mipmap system of minecraft with 2 things:", |
| 129 | + "1. Every tiny texture is upscaled to at least 16x16 to allow for 4 mipmap levels, even if a mod has a texture smaller than 16x16.", |
| 130 | + "2. Replaces the mipmap generation with a multithreaded system, which scales with the number of cores in your system.", |
| 131 | + "FPS impact: none, but resource pack reload times (and startup time) are cut down by a lot" |
| 132 | + }) |
112 | 133 | @Config.DefaultBoolean(true) |
113 | 134 | public static boolean MIPMAP_FIX; |
114 | 135 |
|
115 | | - @Config.Comment("Replaces the minecraft profiler with fully custom logic (used in the Shift+F3 pie chart)\n" + |
116 | | - "Also check the profiler config category!\n" + |
117 | | - "FPS impact: Slightly faster profiler") |
| 136 | + @Config.Comment({ |
| 137 | + "Replaces the minecraft profiler with fully custom logic (used in the Shift+F3 pie chart)", |
| 138 | + "Also check the profiler config category!", |
| 139 | + "FPS impact: Slightly faster profiler" |
| 140 | + }) |
118 | 141 | @Config.DefaultBoolean(true) |
119 | 142 | public static boolean ADVANCED_PROFILER; |
120 | 143 |
|
121 | | - @Config.Comment("Enables multi-threaded chunk updating.\n" + |
122 | | - "Not compatible with quad triangulation (automatically disables it if you turn this on)\n" + |
123 | | - "Force-enables BSP_SORTING.\n" + |
124 | | - "COMPATIBLE WITH OPTIFINE AND SHADERS\n" + |
125 | | - "FPS impact: Significant FPS and world rendering speed gains. Even higher with Neodymium installed.") |
| 144 | + @Config.Comment({ |
| 145 | + "Enables multi-threaded chunk updating.", |
| 146 | + "Not compatible with quad triangulation (automatically disables it if you turn this on)", |
| 147 | + "Force-enables BSP_SORTING.", |
| 148 | + "COMPATIBLE WITH OPTIFINE AND SHADERS", |
| 149 | + "FPS impact: Significant FPS and world rendering speed gains. Even higher with Neodymium installed." |
| 150 | + }) |
126 | 151 | @Config.DefaultBoolean(false) |
127 | 152 | @Config.RequiresMcRestart |
128 | 153 | public static boolean THREADED_CHUNK_UPDATES; |
@@ -154,15 +179,19 @@ public class ModuleConfig { |
154 | 179 | @Config.DefaultBoolean(true) |
155 | 180 | public static boolean MINECART_EAR_BLAST_FIX; |
156 | 181 |
|
157 | | - @Config.Comment("Improves the performance of the minecraft sky mesh.\n" + |
158 | | - "Also fixes the weird white lines that some OptiFine shaderpacks get with huge render distances.\n" + |
159 | | - "FPS impact: Negligible gain") |
| 182 | + @Config.Comment({ |
| 183 | + "Improves the performance of the minecraft sky mesh.", |
| 184 | + "Also fixes the weird white lines that some OptiFine shaderpacks get with huge render distances.", |
| 185 | + "FPS impact: Negligible gain" |
| 186 | + }) |
160 | 187 | @Config.DefaultBoolean(true) |
161 | 188 | @Config.RequiresMcRestart |
162 | 189 | public static boolean SKY_MESH_OPTIMIZATION; |
163 | 190 |
|
164 | | - @Config.Comment("Fixes an occasional crash that happens when trying to render a GUI block overlay (more common with optifine shaders enabled.)\n" + |
165 | | - "FPS impact: Zero") |
| 191 | + @Config.Comment({ |
| 192 | + "Fixes an occasional crash that happens when trying to render a GUI block overlay (more common with optifine shaders enabled.)", |
| 193 | + "FPS impact: Zero" |
| 194 | + }) |
166 | 195 | @Config.DefaultBoolean(true) |
167 | 196 | @Config.RequiresMcRestart |
168 | 197 | public static boolean OVERLAY_CRASH_FIX; |
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