From: terencehill Date: Tue, 29 Nov 2011 18:11:19 +0000 (+0100) Subject: Fix merge conflict X-Git-Tag: xonotic-v0.6.0~42^2~8^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=0b1b5021f6f2049b4d2d9187d5eb04c9af6d441d;p=xonotic%2Fxonotic-data.pk3dir.git Fix merge conflict --- diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index e06f83e8b..378541e03 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -1441,118 +1441,6 @@ con_notifyalign 0 seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints" -<<<<<<< HEAD -// user preference cvars (i.e. shouldn't be adjusted by a skin config) -seta hud_panel_weapons_label 1 "1 = show number of weapon, 2 = show bound key of weapon" -seta hud_panel_weapons_complainbubble_time 1 "time that a new entry stays until it fades out" -seta hud_panel_weapons_complainbubble_fadetime 0.25 "fade out time" -seta hud_panel_weapons_accuracy 1 "show accuracy color as the weapon icon background; colors can be configured with accuracy_color* cvars" -seta hud_panel_weapons_ammo 1 "show ammo as a status bar" -seta hud_panel_weapons_ammo_full_shells 50 "show 100% of the status bar at this ammo count" -seta hud_panel_weapons_ammo_full_nails 200 "show 100% of the status bar at this ammo count" -seta hud_panel_weapons_ammo_full_cells 80 "show 100% of the status bar at this ammo count" -seta hud_panel_weapons_ammo_full_rockets 80 "show 100% of the status bar at this ammo count" -seta hud_panel_weapons_ammo_full_fuel 100 "show 100% of the status bar at this ammo count" -seta hud_panel_weapons_onlyowned 1 "show only owned weapons" - -seta hud_panel_ammo_maxammo "40" "when you have this much ammo, the ammo status bar is full" - -seta hud_panel_healtharmor_maxhealth "200" "when you have this much health, the health status bar is full" -seta hud_panel_healtharmor_maxarmor "200" "when you have this much armor, the armor status bar is full" -seta hud_panel_healtharmor_progressbar_gfx 1 "enable graphic effects on the progressbars" -seta hud_panel_healtharmor_progressbar_gfx_damage 5 "show damage effect when damaged at least by this amount; 0 disables the effect" -seta hud_panel_healtharmor_progressbar_gfx_lowhealth 40 "health progressbar blinks when health is lower than this amount" -seta hud_panel_healtharmor_progressbar_gfx_smooth 2 "smooth changes of the progressbar when health/armor change at least by this amount; 0 disables the effect" - -seta hud_panel_notify_time 10 "time that a new entry stays until it fades out" -seta hud_panel_notify_fadetime 3 "fade out time" - -seta hud_panel_modicons_dom_layout 1 "3 possible layouts: 0) only icons; 1) icons and percentage of average pps (points per second); 2) icons and average pps" - -seta hud_panel_timer_increment 0 "show elapsed time instead of remaining time" - -seta hud_panel_radar_scale 4096 "distance you can see on the team radar" -seta hud_panel_radar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north" -seta hud_panel_radar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out" -alias hud_panel_radar_rotate "toggle hud_panel_radar_rotation 0 1 2 3 4" - -seta hud_panel_score_rankings 0 "show rankings: 1 always show my own score; 2 pure rankings" - -seta hud_panel_engineinfo_framecounter_time 0.1 "time between framerate display updates" -seta hud_panel_engineinfo_framecounter_decimals 0 "amount of decimals to show" -seta hud_panel_engineinfo_framecounter_exponentialmovingaverage 1 "use an averaging method for calculating fps instead of counting frametime like engine does" -seta hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight 0.1 "weight of latest data point" -seta hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold 0.5 "threshold for fps change when to update instantly, to make big fps changes update faster" - -seta hud_panel_physics_speed_unit 3 "speed unit (1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots)" -seta hud_panel_physics_speed_unit_show 1 "also show speed unit" -seta hud_panel_physics_speed_max 1800 "speed progressbar gets filled up completely by this value (in qu/s)" -seta hud_panel_physics_speed_vertical 0 "include the speed on the Z-axis" -seta hud_panel_physics_topspeed 1 "also show top speed" -seta hud_panel_physics_topspeed_time 4 "how many seconds the top speed takes to fade out" -seta hud_panel_physics_acceleration_max 1.5 "acceleration progressbar gets completely filled up by this value (in g)" -seta hud_panel_physics_acceleration_vertical 0 "include the acceleration on the Z-axis" -seta hud_panel_physics_acceleration_progressbar_scale 1 "multiply acceleration progressbar values by this factor (allow progressbar to go out of panel bounds)"; -seta hud_panel_physics_acceleration_progressbar_nonlinear 1 "use a non linear function to display acceleration progressbar values (amplify more smaller values)"; -seta hud_panel_physics_text_scale 0.7 "scale text height by this factor"; - -seta hud_showbinds 1 "what to show in the HUD to indicate certain keys to press: 0 display commands, 1 bound keys, 2 both" -seta hud_showbinds_limit 2 "maximum number of bound keys to show for a command. 0 for unlimited" - -seta hud_colorflash_alpha 0.5 "starting alpha of the color flash" - -seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt" -seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur" -seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" -seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version" -seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version" -seta hud_damage_color "1 0 0" "color of flash" -seta hud_damage_factor 0.025 "(damage * factor) = how much to add to the alpha value" -seta hud_damage_fade_rate 0.75 "how much to subtract from the alpha value each second" -seta hud_damage_maxalpha 1.5 "how much to limit the alpha value to" -seta hud_damage_pain_threshold 0.1 "how much alpha to ignore (must be bigger than the hud_damage_factor so that e.g. rot is ignored)" -seta hud_damage_pain_threshold_lower 1.25 "how much we lower pain_threshold with when nearing 0 health (if pain_threshold gets negative then we always draw a flash at alpha = fabs(pain_threshold)" -seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowering pain_threshold" -seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))" -seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds" - -seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5" - -seta hud_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars" -seta hud_postprocessing_maxbluralpha 0 "maximum alpha which the blur postprocess can be, default is 0.5" -seta hud_postprocessing_maxblurradius 8 "maximum radius which the blur postprocess can be, default is 8" - -seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid" -seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur" -seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" -seta hud_contents_factor 1 "factor at which to multiply the current faded value." -seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid" -seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid" -seta hud_contents_lava_alpha 0.7 "alpha of the lava color blend when inside it" -seta hud_contents_lava_color "0.8 0.1 0" -seta hud_contents_slime_alpha 0.7 "alpha of the slime color blend when inside it" -seta hud_contents_slime_color "0 0.4 0.1" -seta hud_contents_water_alpha 0.5 "alpha of the water color blend when inside it" -seta hud_contents_water_color "0.4 0.3 0.3" - -seta hud_shownames 1 "draw names and health/armor of nearby players" -seta hud_shownames_enemies 2 "1 = draw names of enemies you point at (TODO), 2 = draw names of all enemies in view" -seta hud_shownames_self 0 "also include your own name to be shown when third person camera mode is on (chase_active/cl_eventchase)" -seta hud_shownames_status 1 "1 = draw health/armor status of teammates" -seta hud_shownames_statusbar_height 4 "height of status bar" -seta hud_shownames_aspect 8 "aspect ratio of total drawing area per name" -seta hud_shownames_fontsize 12 "font size" -seta hud_shownames_decolorize 1 "1 = decolorize name in team games, 2 = decolorize always" -seta hud_shownames_alpha 0.7 "alpha" -seta hud_shownames_resize 1 "enable resizing of the names, then the size cvars will correspond to the maximum size" -seta hud_shownames_mindistance 1000 "start fading alpha/size at this distance" -seta hud_shownames_maxdistance 2500 "alpha/size is 0 at this distance" -seta hud_shownames_antioverlap 1 "if two tags get too close to each other, fade out the one further away from you" -seta hud_shownames_antioverlap_distance 125 "2d distance to other tag after which to fade out" -seta hud_shownames_offset 52 "offset (along z-axis) tag from player origin by this many units" - -======= ->>>>>>> master // scoreboard seta scoreboard_columns default seta scoreboard_border_thickness 1 "scoreboard border thickness"