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feat: lift the CircuitsV2 limits, Rec Royale night mode, RRO room blobs
CircuitsV2 limits are served as UGC.CircuitsV2.Limit.* gameconfig keys and are editable from admin Settings. Retail drops any send over 5 RPCs/frame or 1024 bytes/60 frames; both network budgets now default to 1,000,000,000. The creation limits are raised too, each against the hazard the client binary shows for it: - Chips 3000 -> 30000: the chip-culling manager preallocates four List<Chip>(Chips), so the 1M clamp stays. - Compute 50000 -> 500000: a per-frame budget with no allocation; the 10M cap keeps its counters from wrapping. - CloudValues 100 -> 1000, InkPerChip 15 -> 0: InkPerChip is an ink COST, multiplied by min(chips, CloudValues), so lowering it is the increase. The clamps tighten to 10000 / 30000 to keep that product from overflowing (the room ink cap is a hard-coded 30000). - UnculledChips / VisibleChips 500 -> 3000: render-cost counts only. Room save uploads may now be up to 100 MB (Kestrel's 30 MB default would 413 a big circuits room). Contract and evidence: docs/recroom-2023-circuitsv2-limits.md. Also includes the Rec Royale night mode client feature (docs/recroom-2023-scene-moods.md) and the admin blob enable/reset for baked RRO sub-rooms.
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@@ -55,7 +55,9 @@ DorkNet.sln
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watch at a DorkNet server: URI rewrite (`.rec.net` → configured apex),
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Photon AppId override, and TLS trust bypass. It loads under
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MelonLoader 0.6.x and reads its settings from a JSON config under
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`MelonLoader/UserData/`.
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`MelonLoader/UserData/`. Opt-in extras (all off by default) live in the
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same config: Desktop Screen-Share FPS, RRO quest party size, and Rec
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Royale night mode (see the README and `recroom-2023-scene-moods.md`).
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