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https://github.com/xmmtx/XMZ-JFServer-Client
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更新MC版本到 1.21.8 ,更新部分模组至最新版本,添加 NoChatReports 。
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107
.minecraft/config/ModernUI/text.toml
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107
.minecraft/config/ModernUI/text.toml
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#Text Engine Config
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[text]
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#Allow text renderer to drop shadow, setting to false can improve performance.
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allowShadow = true
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#Fix resolution level at 2. When the GUI scale increases, the resolution level remains.
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#Then GUI scale should be even numbers (2, 4, 6...), based on Minecraft GUI system.
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#If your fonts are not bitmap fonts, then you should keep this setting false.
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fixedResolution = false
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#Control base font size, in GUI scaled pixels. The default and vanilla value is 8.
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#For bitmap fonts, 8 represents a glyph size of 8x or 16x if fixed resolution.
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#This option only applies to TrueType fonts.
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# Default: 8.0
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# Range: 6.5 ~ 9.5
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baseFontSize = 8.0
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#Control vertical baseline for vanilla text layout, in GUI scaled pixels.
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#The vanilla default value is 7.
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# Default: 7.0
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# Range: 4.0 ~ 10.0
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baselineShift = 7.0
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#Control the text shadow offset for vanilla text rendering, in GUI scaled pixels.
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# Default: 0.5
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# Range: 0.20000000298023224 ~ 2.0
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shadowOffset = 0.5
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#Control the text outline offset for vanilla text rendering, in GUI scaled pixels.
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# Default: 0.5
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# Range: 0.20000000298023224 ~ 2.0
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outlineOffset = 0.5
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#Control the horizontal offset for bitmap fonts, in GUI scaled pixels.
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# Default: 0.5
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# Range: 0.0 ~ 1.0
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bitmapOffset = 0.5
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#Set the recycle time of layout cache in seconds, using least recently used algorithm.
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# Default: 6
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# Range: 2 ~ 15
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cacheLifespan = 6
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#The bidirectional text heuristic algorithm. The default is FirstStrong (Locale).
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#This will affect which BiDi algorithm to use during text layout.
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#Allowed Values: FIRST_STRONG, ANY_RTL, LTR, RTL, LOCALE, FIRST_STRONG_LTR, FIRST_STRONG_RTL
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textDirection = "FIRST_STRONG"
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#Whether to use Modern UI text rendering pipeline in 3D world.
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#Disabling this means that SDF text and rendering optimization are no longer effective.
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#But text rendering can be compatible with OptiFine Shaders and Iris Shaders.
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#This does not affect text rendering in GUI.
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#This option only applies to TrueType fonts.
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useTextShadersInWorld = true
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#For "minecraft:default" font, should we keep some glyph providers of them?
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#Ignore All: Only use Modern UI typeface list.
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#Keep ASCII: Include minecraft:font/ascii.png, minecraft:font/accented.png, minecraft:font/nonlatin_european.png
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#Keep Other: Include providers other than ASCII and Unicode font.
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#Keep All: Include all except Unicode font.
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#Only Include: Only include providers that specified by defaultFontRuleSet.
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#Only Exclude: Only exclude providers that specified by defaultFontRuleSet.
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#Allowed Values: IGNORE_ALL, KEEP_ASCII, KEEP_OTHER, KEEP_ALL, ONLY_INCLUDE, ONLY_EXCLUDE
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defaultFontBehavior = "ONLY_EXCLUDE"
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#Used when defaultFontBehavior is either ONLY_INCLUDE or ONLY_EXCLUDE.
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#This specifies a set of regular expressions to match the glyph provider name.
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#For bitmap providers, this is the texture path without 'textures/'.
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#For TTF providers, this is the TTF file path without 'font/'.
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#For space providers, this is "font_name / minecraft:space",
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#where font_name is font definition path without 'font/'.
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defaultFontRuleSet = ["^minecraft:font\\/(nonlatin_european|accented|ascii|element_ideographs|cjk_punctuations|ellipsis|2em_dash)\\.png$", "^minecraft:include\\/space \\/ minecraft:space$", "^minecraft:font\\/(mcsans|emoji)_05_00\\d.png$"]
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#Whether to use text component object as hash key to lookup in layout cache.
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#If you find that Modern UI text rendering is not compatible with some mods,
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#you can disable this option for compatibility, but this will decrease performance a bit.
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#Modern UI will use another cache strategy if this is disabled.
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useComponentCache = true
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#Allow text layout to be computed from background threads (not cached).
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#Otherwise, block the current thread and wait for main thread.
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allowAsyncLayout = true
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#See CSS line-break property, https://developer.mozilla.org/en-US/docs/Web/CSS/line-break
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#Allowed Values: AUTO, LOOSE, NORMAL, STRICT
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lineBreakStyle = "AUTO"
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#Allowed Values: AUTO, PHRASE
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lineBreakWordStyle = "AUTO"
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#When enabled, Modern UI will compute texel density in device-space to determine whether to use SDF text or bilinear sampling.
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#This feature requires GLSL 400 or has no effect.
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#This generally decreases performance but provides better rendering quality.
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#This option only applies to TrueType fonts. May not be compatible with OptiFine.
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smartSDFShaders = true
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#When rendering in 2D, this option allows Modern UI to exactly compute font size in device-space from the current coordinate transform matrix.
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#This provides perfect text rendering for scaling-down texts in vanilla, but may increase GPU memory usage.
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#When disabled, Modern UI will use SDF text rendering if appropriate.
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#This option only applies to TrueType fonts.
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computeDeviceFontSize = true
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#When enabled, Modern UI will use SDF text rendering if appropriate.
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#Otherwise, it uses nearest-neighbor or bilinear sampling based on texel density.
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#This option only applies to TrueType fonts.
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allowSDFTextIn2D = true
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#When enabled, the outline of the experience level text will be tweaked.
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tweakExperienceText = true
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#Control the anti-aliasing of raw glyph rasterization.
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antiAliasing = true
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#When enabled, text layout uses fractional metrics with no font hinting.
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#When disabled, text layout uses integer metrics with full font hinting.
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#Disable if on low-res monitor; enable for linear text.
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linearMetrics = false
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#Control the minimum pixel density for SDF text and text in 3D world rendering.
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#This value will be no less than current GUI scale.
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#Recommend setting a higher value on high-res monitor and powerful PC hardware.
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# Default: 4
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# Range: 4 ~ 10
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minPixelDensityForSDF = 4
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#Enable linear sampling for A8 font atlases with mipmaps, mag filter will be always
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#NEAREST. We prefer computeDeviceFontSize and allowSDFTextIn2D, then setting this to
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#false can improve performance. If either of the above two is false or Shaders are active,
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#then setting this to true can improve readability.
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linearSamplingA8Atlas = false
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