saving uncommitted changes in /etc prior to emerge run

This commit is contained in:
hasufell 2015-05-27 19:48:52 +02:00 committed by root
parent 667fbe1fb2
commit 1c30cbe745
7 changed files with 6 additions and 568 deletions

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@ -1,11 +0,0 @@
# This is the global openmw.cfg file. Do not modify!
# Modifications should be done on the user openmw.cfg file instead
# (see: https://wiki.openmw.org/index.php?title=Paths)
data="?mw?Data Files"
data=/usr/share/openmw/data
data-local="?userdata?data"
resources=/usr/share/openmw/resources
script-blacklist=Museum
script-blacklist=MockChangeScript
script-blacklist=doortestwarp

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@ -1,272 +0,0 @@
# WARNING: Editing this file might have no effect, as these
# settings are overwritten by your user settings file.
[Video]
resolution x = 800
resolution y = 600
fullscreen = false
window border = true
screen = 0
# Minimize the window if it loses key focus?
minimize on focus loss = true
# Render system
# blank means default
# Valid values:
# OpenGL Rendering Subsystem
# Direct3D9 Rendering Subsystem
render system =
# Valid values:
# none
# MSAA 2
# MSAA 4
# MSAA 8
# MSAA 16
antialiasing = none
vsync = false
# opengl render to texture mode, valid options:
# PBuffer, FBO, Copy
opengl rtt mode = FBO
[GUI]
# 1 is fully opaque
menu transparency = 0.84
# 0 - instantly, 1 - max. delay
tooltip delay = 0
subtitles = false
hit fader = true
werewolf overlay = true
stretch menu background = false
[General]
# Camera field of view
field of view = 55
gamma = 1.00
contrast = 1.00
# Texture filtering mode. valid values:
# none
# anisotropic
# bilinear
# trilinear
texture filtering = anisotropic
# Has no effect when texture filtering is not anisotropic
anisotropy = 4
# Number of texture mipmaps to generate
num mipmaps = 8
shader mode =
screenshot format = png
[Shadows]
# Shadows are only supported when object shaders are on!
enabled = false
# Split the shadow maps, allows for a larger shadow distance
split = false
# Increasing shadow distance will lower the shadow quality.
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
shadow distance = 1300
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
split shadow distance = 14000
# Size of the shadow textures, higher means higher quality
texture size = 1024
# Turn on/off various shadow casters
actor shadows = true
misc shadows = true
statics shadows = true
terrain shadows = true
# Fraction of the total shadow distance after which the shadow starts to fade out
fade start = 0.8
debug = false
[HUD]
# FPS counter
# 0: not visible
# 1: basic FPS display
# 2: advanced FPS display (batches, triangles)
fps = 0
crosshair = true
[Objects]
shaders = true
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
# Note: has no effect when shaders are turned off
num lights = 8
# Use static geometry for static objects. Improves rendering speed.
use static geometry = true
[Map]
# Adjusts the scale of the global map
global map cell size = 18
local map resolution = 256
local map widget size = 512
local map hud widget size = 256
[Cells]
exterior grid size = 3
[Viewing distance]
# Limit the rendering distance of small objects
limit small object distance = false
# Size below which an object is considered as small
small object size = 250
# Rendering distance for small objects
small object distance = 3500
# Viewing distance at normal weather conditions
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
# exact factor would depend on FOV
viewing distance = 4600
# Distance at which fog starts (proportional to viewing distance)
fog start factor = 0.5
# Distance at which fog ends (proportional to viewing distance)
fog end factor = 1.0
[Terrain]
distant land = false
shader = true
[Water]
shader = false
refraction = false
rtt size = 512
reflect terrain = true
reflect statics = false
reflect actors = false
[Sound]
# Device name. Blank means default
device =
# Volumes. master volume affects all other volumes.
master volume = 1.0
sfx volume = 1.0
music volume = 0.5
footsteps volume = 0.2
voice volume = 0.8
[Input]
grab cursor = true
invert y axis = false
camera sensitivity = 1.0
ui sensitivity = 1.0
camera y multiplier = 1.0
always run = false
allow third person zoom = false
[Game]
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
best attack = false
difficulty = 0
[Saves]
character =
# Save when resting
autosave = true
[Windows]
inventory x = 0
inventory y = 0.4275
inventory w = 0.6225
inventory h = 0.5725
inventory container x = 0
inventory container y = 0.4275
inventory container w = 0.6225
inventory container h = 0.5725
inventory barter x = 0
inventory barter y = 0.4275
inventory barter w = 0.6225
inventory barter h = 0.5725
inventory companion x = 0
inventory companion y = 0.4275
inventory companion w = 0.6225
inventory companion h = 0.5725
container x = 0.25
container y = 0
container w = 0.75
container h = 0.375
companion x = 0.25
companion y = 0
companion w = 0.75
companion h = 0.375
map x = 0.625
map y = 0
map w = 0.375
map h = 0.5725
barter x = 0.25
barter y = 0
barter w = 0.75
barter h = 0.375
alchemy x = 0.25
alchemy y = 0.25
alchemy w = 0.5
alchemy h = 0.5
stats x = 0
stats y = 0
stats w = 0.375
stats h = 0.4275
spells x = 0.625
spells y = 0.5725
spells w = 0.375
spells h = 0.4275
console x = 0
console y = 0
console w = 1
console h = 0.5
dialogue h = 0.810
dialogue w = 0.810
dialogue x = 0.095
dialogue y = 0.095

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@ -1,274 +0,0 @@
# WARNING: Editing this file might have no effect, as these
# settings are overwritten by your user settings file.
[Video]
resolution x = 800
resolution y = 600
fullscreen = false
window border = true
screen = 0
# Minimize the window if it loses key focus?
minimize on focus loss = true
# Render system
# blank means default
# Valid values:
# OpenGL Rendering Subsystem
# Direct3D9 Rendering Subsystem
render system =
# Valid values:
# none
# MSAA 2
# MSAA 4
# MSAA 8
# MSAA 16
antialiasing = none
vsync = false
# opengl render to texture mode, valid options:
# PBuffer, FBO, Copy
opengl rtt mode = FBO
[GUI]
# 1 is fully opaque
menu transparency = 0.84
# 0 - instantly, 1 - max. delay
tooltip delay = 0
subtitles = false
hit fader = true
werewolf overlay = true
stretch menu background = false
[General]
# Camera field of view
field of view = 55
gamma = 1.00
contrast = 1.00
# Texture filtering mode. valid values:
# none
# anisotropic
# bilinear
# trilinear
texture filtering = anisotropic
# Has no effect when texture filtering is not anisotropic
anisotropy = 4
# Number of texture mipmaps to generate
num mipmaps = 8
shader mode =
screenshot format = png
[Shadows]
# Shadows are only supported when object shaders are on!
enabled = false
# Split the shadow maps, allows for a larger shadow distance
split = false
# Increasing shadow distance will lower the shadow quality.
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
shadow distance = 1300
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
split shadow distance = 14000
# Size of the shadow textures, higher means higher quality
texture size = 1024
# Turn on/off various shadow casters
actor shadows = true
misc shadows = true
statics shadows = true
terrain shadows = true
# Fraction of the total shadow distance after which the shadow starts to fade out
fade start = 0.8
debug = false
[HUD]
# FPS counter
# 0: not visible
# 1: basic FPS display
# 2: advanced FPS display (batches, triangles)
fps = 0
crosshair = true
[Objects]
shaders = true
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
# Note: has no effect when shaders are turned off
num lights = 8
# Use static geometry for static objects. Improves rendering speed.
use static geometry = true
[Map]
# Adjusts the scale of the global map
global map cell size = 18
local map resolution = 256
local map widget size = 512
local map hud widget size = 256
[Cells]
exterior grid size = 3
[Viewing distance]
# Limit the rendering distance of small objects
limit small object distance = false
# Size below which an object is considered as small
small object size = 250
# Rendering distance for small objects
small object distance = 3500
# Viewing distance at normal weather conditions
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
# exact factor would depend on FOV
viewing distance = 4600
# Distance at which fog starts (proportional to viewing distance)
fog start factor = 0.5
# Distance at which fog ends (proportional to viewing distance)
fog end factor = 1.0
[Terrain]
distant land = false
shader = true
[Water]
shader = false
refraction = false
rtt size = 512
reflect terrain = true
reflect statics = false
reflect actors = false
[Sound]
# Device name. Blank means default
device =
# Volumes. master volume affects all other volumes.
master volume = 1.0
sfx volume = 1.0
music volume = 0.5
footsteps volume = 0.2
voice volume = 0.8
[Input]
grab cursor = true
invert y axis = false
camera sensitivity = 1.0
ui sensitivity = 1.0
camera y multiplier = 1.0
always run = false
allow third person zoom = false
toggle sneak = false
[Game]
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
best attack = false
difficulty = 0
[Saves]
character =
# Save when resting
autosave = true
[Windows]
inventory x = 0
inventory y = 0.4275
inventory w = 0.6225
inventory h = 0.5725
inventory container x = 0
inventory container y = 0.4275
inventory container w = 0.6225
inventory container h = 0.5725
inventory barter x = 0
inventory barter y = 0.4275
inventory barter w = 0.6225
inventory barter h = 0.5725
inventory companion x = 0
inventory companion y = 0.4275
inventory companion w = 0.6225
inventory companion h = 0.5725
container x = 0.25
container y = 0
container w = 0.75
container h = 0.375
companion x = 0.25
companion y = 0
companion w = 0.75
companion h = 0.375
map x = 0.625
map y = 0
map w = 0.375
map h = 0.5725
barter x = 0.25
barter y = 0
barter w = 0.75
barter h = 0.375
alchemy x = 0.25
alchemy y = 0.25
alchemy w = 0.5
alchemy h = 0.5
stats x = 0
stats y = 0
stats w = 0.375
stats h = 0.4275
spells x = 0.625
spells y = 0.5725
spells w = 0.375
spells h = 0.4275
console x = 0
console y = 0
console w = 1
console h = 0.5
dialogue h = 0.810
dialogue w = 0.810
dialogue x = 0.095
dialogue y = 0.095

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@ -1,7 +0,0 @@
[Display%20Format]
Record%20Status%20Display=Icon Only
Referenceable%20ID%20Type%20Display=Text Only
[Window%20Size]
Height=900
Width=1440

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@ -3,7 +3,7 @@
# (see: https://wiki.openmw.org/index.php?title=Paths)
data="?mw?Data Files"
data=/usr/share/morrowind-data
data=/usr/share/openmw/data
data-local="?userdata?data"
resources=/usr/share/openmw/resources
script-blacklist=Museum

View File

@ -173,9 +173,9 @@ device =
# Volumes. master volume affects all other volumes.
master volume = 1.0
sfx volume = 1.0
music volume = 0.4
footsteps volume = 0.15
voice volume = 1.0
music volume = 0.5
footsteps volume = 0.2
voice volume = 0.8
[Input]
@ -194,6 +194,8 @@ always run = false
allow third person zoom = false
toggle sneak = false
[Game]
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
best attack = false