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4e3158cc19
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4e3158cc19 | ||
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70f112543f |
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@@ -264,6 +264,8 @@ val.medium = Střední
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val.high = Vysoká
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val.high = Vysoká
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val.normal = Normální
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val.normal = Normální
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val.large = Velké
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val.large = Velké
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val.small = Malé
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val.auto_plain = Automaticky
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera vpřed
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key.cam_forward = Kamera vpřed
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@@ -264,6 +264,8 @@ val.medium = Middel
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val.high = Høj
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val.high = Høj
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val.normal = Normal
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val.normal = Normal
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val.large = Stor
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val.large = Stor
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val.small = Lille
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val.auto_plain = Automatisk
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera frem
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key.cam_forward = Kamera frem
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@@ -263,6 +263,8 @@ val.medium = Mittel
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val.high = Hoch
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val.high = Hoch
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val.normal = Normal
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val.normal = Normal
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val.large = Groß
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val.large = Groß
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val.small = Klein
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val.auto_plain = Automatisch
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# ---- Namen der Tastenbelegung
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# ---- Namen der Tastenbelegung
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key.cam_forward = Kamera vor
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key.cam_forward = Kamera vor
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@@ -264,6 +264,8 @@ val.medium = Μεσαία
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val.high = Υψηλή
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val.high = Υψηλή
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val.normal = Κανονικό
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val.normal = Κανονικό
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val.large = Μεγάλο
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val.large = Μεγάλο
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val.small = Μικρό
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val.auto_plain = Αυτόματο
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Κάμερα μπροστά
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key.cam_forward = Κάμερα μπροστά
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@@ -264,6 +264,8 @@ val.medium = Medium
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val.high = High
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val.high = High
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val.normal = Normal
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val.normal = Normal
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val.large = Large
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val.large = Large
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val.small = Small
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val.auto_plain = Auto
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Camera forward
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key.cam_forward = Camera forward
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@@ -264,6 +264,8 @@ val.medium = Medio
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val.high = Alto
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val.high = Alto
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val.normal = Normal
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val.normal = Normal
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val.large = Grande
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val.large = Grande
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val.small = Pequeño
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val.auto_plain = Automático
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Cámara adelante
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key.cam_forward = Cámara adelante
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@@ -264,6 +264,8 @@ val.medium = Keski
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val.high = Korkea
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val.high = Korkea
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val.normal = Normaali
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val.normal = Normaali
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val.large = Suuri
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val.large = Suuri
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val.small = Pieni
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val.auto_plain = Automaattinen
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera eteen
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key.cam_forward = Kamera eteen
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@@ -264,6 +264,8 @@ val.medium = Srednje
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val.high = Visoko
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val.high = Visoko
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val.normal = Normalno
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val.normal = Normalno
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val.large = Veliko
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val.large = Veliko
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val.small = Malo
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val.auto_plain = Automatski
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera naprijed
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key.cam_forward = Kamera naprijed
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@@ -264,6 +264,8 @@ val.medium = Közepes
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val.high = Magas
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val.high = Magas
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val.normal = Normál
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val.normal = Normál
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val.large = Nagy
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val.large = Nagy
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val.small = Kicsi
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val.auto_plain = Automatikus
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera előre
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key.cam_forward = Kamera előre
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@@ -264,6 +264,8 @@ val.medium = Media
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val.high = Alta
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val.high = Alta
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val.normal = Normale
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val.normal = Normale
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val.large = Grande
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val.large = Grande
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val.small = Piccolo
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val.auto_plain = Automatico
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Camera avanti
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key.cam_forward = Camera avanti
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@@ -264,6 +264,8 @@ val.medium = Middel
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val.high = Hoog
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val.high = Hoog
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val.normal = Normaal
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val.normal = Normaal
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val.large = Groot
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val.large = Groot
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val.small = Klein
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val.auto_plain = Automatisch
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Camera vooruit
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key.cam_forward = Camera vooruit
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@@ -264,6 +264,8 @@ val.medium = Middels
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val.high = Høy
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val.high = Høy
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val.normal = Normal
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val.normal = Normal
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val.large = Stor
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val.large = Stor
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val.small = Liten
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val.auto_plain = Automatisk
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera fram
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key.cam_forward = Kamera fram
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@@ -264,6 +264,8 @@ val.medium = Médio
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val.high = Alto
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val.high = Alto
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val.normal = Normal
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val.normal = Normal
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val.large = Grande
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val.large = Grande
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val.small = Pequeno
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val.auto_plain = Automático
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Câmara p/ frente
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key.cam_forward = Câmara p/ frente
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@@ -264,6 +264,8 @@ val.medium = Mediu
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val.high = Înalt
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val.high = Înalt
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val.normal = Normal
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val.normal = Normal
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val.large = Mare
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val.large = Mare
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val.small = Mic
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val.auto_plain = Automat
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Cameră înainte
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key.cam_forward = Cameră înainte
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@@ -264,6 +264,8 @@ val.medium = Средне
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val.high = Высоко
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val.high = Высоко
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val.normal = Обычный
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val.normal = Обычный
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val.large = Большой
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val.large = Большой
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val.small = Маленький
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val.auto_plain = Авто
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Камера вперёд
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key.cam_forward = Камера вперёд
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@@ -264,6 +264,8 @@ val.medium = Stredná
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val.high = Vysoká
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val.high = Vysoká
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val.normal = Normálna
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val.normal = Normálna
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val.large = Veľká
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val.large = Veľká
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val.small = Malá
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val.auto_plain = Automaticky
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera dopredu
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key.cam_forward = Kamera dopredu
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@@ -264,6 +264,8 @@ val.medium = Средње
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val.high = Високо
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val.high = Високо
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val.normal = Нормално
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val.normal = Нормално
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val.large = Велико
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val.large = Велико
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val.small = Мало
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val.auto_plain = Аутоматски
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Камера напред
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key.cam_forward = Камера напред
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@@ -264,6 +264,8 @@ val.medium = Medel
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val.high = Hög
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val.high = Hög
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val.normal = Normal
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val.normal = Normal
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val.large = Stor
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val.large = Stor
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val.small = Liten
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val.auto_plain = Automatisk
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# ---- key binding names
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# ---- key binding names
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key.cam_forward = Kamera framåt
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key.cam_forward = Kamera framåt
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+6
-2
@@ -976,8 +976,12 @@ async fn main() {
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// 1080 device rows in landscape; a smaller screen draws in device pixels)
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// 1080 device rows in landscape; a smaller screen draws in device pixels)
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let need: u32 = 900;
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let need: u32 = 900;
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// measured on the shorter side: upright (portrait) the width gets those pixels and the
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// measured on the shorter side: upright (portrait) the width gets those pixels and the
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// height grows with the screen, so the world and the menus keep their size
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// height grows with the screen, so the world and the menus keep their size. The setting
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let short = rows * need.div_ceil(rows);
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// "interface size" picks the interface pixels per world pixel: large 2, medium 3, small 4
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let short = match app.settings.ui_factor {
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k @ 2..=4 => rows * k as u32,
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_ => rows * need.div_ceil(rows),
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};
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let (w, h) = (screen_width().max(1.0), screen_height().max(1.0));
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let (w, h) = (screen_width().max(1.0), screen_height().max(1.0));
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let vrows = if h > w { (short as f32 * h / w).round() as u32 } else { short };
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let vrows = if h > w { (short as f32 * h / w).round() as u32 } else { short };
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ui::set_virtual_rows(vrows);
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ui::set_virtual_rows(vrows);
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+7
-8
@@ -141,13 +141,12 @@ fn item_value(it: Item, s: &Settings) -> String {
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_ => "val.medium",
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_ => "val.medium",
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}),
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}),
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Item::Lights => s.max_lights.to_string(),
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Item::Lights => s.max_lights.to_string(),
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Item::UiScale => {
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Item::UiScale => tr(match s.ui_factor {
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if s.ui_factor == 0 {
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2 => "val.large",
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trf("val.auto", &[crate::ui::F().to_string()])
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3 => "val.medium",
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} else {
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4 => "val.small",
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format!("{}x", s.ui_factor)
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_ => "val.auto_plain",
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}
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}),
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}
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Item::DebugFps => onoff(s.debug_fps),
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Item::DebugFps => onoff(s.debug_fps),
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Item::DebugFrameTime => onoff(s.debug_frame_time),
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Item::DebugFrameTime => onoff(s.debug_frame_time),
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Item::DebugPing => onoff(s.debug_ping),
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Item::DebugPing => onoff(s.debug_ping),
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@@ -202,7 +201,7 @@ fn item_change(it: Item, s: &mut Settings, d: i32) {
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Item::Outlines => s.outlines = !s.outlines,
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Item::Outlines => s.outlines = !s.outlines,
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Item::WallDetail => s.wall_detail = cycle(&[1u8, 2, 3], s.wall_detail, d),
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Item::WallDetail => s.wall_detail = cycle(&[1u8, 2, 3], s.wall_detail, d),
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Item::Lights => s.max_lights = cycle(&[8u8, 16, 24], s.max_lights, d),
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Item::Lights => s.max_lights = cycle(&[8u8, 16, 24], s.max_lights, d),
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Item::UiScale => s.ui_factor = cycle(&[0u8, 1, 2, 3, 4], s.ui_factor, d),
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Item::UiScale => s.ui_factor = cycle(&[0u8, 2, 3, 4], if [0, 2, 3, 4].contains(&s.ui_factor) { s.ui_factor } else { 0 }, d),
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Item::RenderScale => s.pixel_rows = cycle(&[270u16, 360, 480], if [270, 360, 480].contains(&s.pixel_rows) { s.pixel_rows } else { 360 }, d),
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Item::RenderScale => s.pixel_rows = cycle(&[270u16, 360, 480], if [270, 360, 480].contains(&s.pixel_rows) { s.pixel_rows } else { 360 }, d),
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Item::DebugFps => s.debug_fps = !s.debug_fps,
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Item::DebugFps => s.debug_fps = !s.debug_fps,
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Item::DebugFrameTime => s.debug_frame_time = !s.debug_frame_time,
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Item::DebugFrameTime => s.debug_frame_time = !s.debug_frame_time,
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+1
-1
@@ -148,7 +148,7 @@ pub struct Settings {
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pub outlines: bool,
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pub outlines: bool,
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pub wall_detail: u8, // 1 low, 2 medium, 3 high
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pub wall_detail: u8, // 1 low, 2 medium, 3 high
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pub max_lights: u8, // 8, 16 or 24
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pub max_lights: u8, // 8, 16 or 24
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pub ui_factor: u8, // interface size: 0 = automatic, 1..4 = fixed integer factor
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pub ui_factor: u8, // interface size: 0 = automatic, 2 large, 3 medium, 4 small (interface pixels per world pixel)
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pub render_scale: u8, // old pixel-look divisor (no longer used, kept for old settings files)
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pub render_scale: u8, // old pixel-look divisor (no longer used, kept for old settings files)
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pub pixel_rows: u16, // pixel look: rows of the world on every screen (270, 360, 480)
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pub pixel_rows: u16, // pixel look: rows of the world on every screen (270, 360, 480)
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pub touch_ui: u8, // touch interface: 0 = automatic (after the first touch), 1 = on, 2 = off
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pub touch_ui: u8, // touch interface: 0 = automatic (after the first touch), 1 = on, 2 = off
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Reference in new issue
Block a user