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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.
29 lines
834 B
Plaintext
29 lines
834 B
Plaintext
{
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"ServerHost": "{HOST}",
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"EnableTlsTrustBypass": {ENABLE_TLS_TRUST_BYPASS},
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"EnableDebugConsole": false,
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"DebugConsoleToggleKey": "BackQuote",
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"DevCommands": [],
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"QuestMaxTeamSize": 0,
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"QuestMaxTeamSizeRooms": [
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"CrimsonCauldron",
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"Crescendo",
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"GoldenTrophy",
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"IsleOfLostSkulls",
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"TheRiseofJumbotron"
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],
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"RecRoyaleNightMode": false,
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"RecRoyaleNightMood": "Night_Calm_Outdoor_Mood",
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"RecRoyaleNightScenes": ["RecRoyale"],
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"RecRoyaleNightFlashlights": true,
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"RecRoyaleNightFog": false,
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"RecRoyaleNightExposure": -3.5,
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"RecRoyaleNightSunScale": 0.15,
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"RecRoyaleNightAmbientScale": 0.2,
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"RecRoyaleNightForcePostProcessing": true,
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"RecRoyaleNightMatchSunLights": true,
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"RecRoyaleNightDisableFog": false,
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"RecRoyaleNightHideObjects": ["Cloud"],
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"RecRoyaleNightToggleKey": ""
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}
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