Translation components API.

See the Weblate's Web API documentation for detailed description of the API.

GET /api/translations/minetest/minetest/ar/units/?format=api&page=27
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                "Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).\nWARNING: There is no benefit, and there are several dangers, in\nincreasing this value above 5.\nReducing this value increases cave and dungeon density.\nAltering this value is for special usage, leaving it unchanged is\nrecommended."
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                "Spread a complete update of shadow map over given number of frames.\nHigher values might make shadows laggy, lower values\nwill consume more resources.\nMinimum value: 1; maximum value: 16"
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                "Static spawn point"
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                "Surface level of optional water placed on a solid floatland layer.\nWater is disabled by default and will only be placed if this value is set\nto above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the\nupper tapering).\n***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:\nWhen enabling water placement, floatlands must be configured and tested\nto be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other\nrequired value depending on 'mgv7_np_floatland'), to avoid\nserver-intensive extreme water flow and to avoid vast flooding of the\nworld surface below."
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            "source": [
                "The file path relative to your world path in which profiles will be saved to."
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                "The vertical distance over which heat drops by 20 if 'altitude_chill' is\nenabled. Also, the vertical distance over which humidity drops by 10 if\n'altitude_dry' is enabled."
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                "Use bilinear filtering when scaling textures."
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                "Use mipmaps when scaling textures. May slightly increase performance,\nespecially when using a high-resolution texture pack.\nGamma-correct downscaling is not supported."
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                "Use trilinear filtering when scaling textures.\nIf both bilinear and trilinear filtering are enabled, trilinear filtering\nis applied."
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                "When using bilinear/trilinear/anisotropic filters, low-resolution textures\ncan be blurred, so automatically upscale them with nearest-neighbor\ninterpolation to preserve crisp pixels. This sets the minimum texture size\nfor the upscaled textures; higher values look sharper, but require more\nmemory. Powers of 2 are recommended. This setting is ONLY applied if\nbilinear/trilinear/anisotropic filtering is enabled.\nThis is also used as the base node texture size for world-aligned\ntexture autoscaling."
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