<string><html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html></string>
<string><html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html></string>
<string><html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html></string>
</property>
<property name="text">
<string>Object paging min size</string>
<string><html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html></string>
<string><html><head/><body><p>Use object paging for active cells grid.</p></body></html></string>
@ -869,6 +869,9 @@
<property name="maximum">
<number>81920</number>
</property>
<property name="singleStep">
<number>128</number>
</property>
<property name="value">
<number>8192</number>
</property>
@ -972,6 +975,9 @@
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="value">
<double>0.900000000000000</double>
</property>
@ -1027,7 +1033,7 @@
<string><html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html></string>
</property>
<property name="text">
<string>Lights maximum distance</string>
<string>Maximum light distance</string>
</property>
</widget>
</item>
@ -1050,7 +1056,7 @@
<string><html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html></string>
</property>
<property name="text">
<string>Max light sources</string>
<string>Max lights</string>
</property>
</widget>
</item>
@ -1060,7 +1066,7 @@
<string><html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html></string>
</property>
<property name="text">
<string>Lights fade multiplier</string>
<string>Fade start multiplier</string>
</property>
</widget>
</item>
@ -1102,7 +1108,7 @@
<string><html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html></string>
<string><html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html></string>