* Random emergency shuttle time 60 to 180 seconds. Rounds up to nearest 10. All other FTL will go to the default of 30s. * fix
1560 lines
65 KiB
C#
1560 lines
65 KiB
C#
using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Utility;
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namespace Content.Shared.CCVar
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{
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// ReSharper disable once InconsistentNaming
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[CVarDefs]
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public sealed class CCVars : CVars
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{
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/*
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* Server
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*/
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/// <summary>
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/// Change this to have the changelog and rules "last seen" date stored separately.
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/// </summary>
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public static readonly CVarDef<string> ServerId =
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CVarDef.Create("server.id", "unknown_server_id", CVar.REPLICATED | CVar.SERVER);
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/// <summary>
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/// Name of the rules txt file in the "Resources/Server Info" dir. Include the extension.
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/// </summary>
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public static readonly CVarDef<string> RulesFile =
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CVarDef.Create("server.rules_file", "Rules.txt", CVar.REPLICATED | CVar.SERVER);
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/// <summary>
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/// A loc string for what should be displayed as the title on the Rules window.
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/// </summary>
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public static readonly CVarDef<string> RulesHeader =
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CVarDef.Create("server.rules_header", "ui-rules-header", CVar.REPLICATED | CVar.SERVER);
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/*
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* Ambience
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*/
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//TODO: This is so that this compiles, yell at me if this is still in
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public static readonly CVarDef<bool> AmbienceBasicEnabled =
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CVarDef.Create("ambiance.basic_enabled", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// How long we'll wait until re-sampling nearby objects for ambience. Should be pretty fast, but doesn't have to match the tick rate.
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/// </summary>
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public static readonly CVarDef<float> AmbientCooldown =
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CVarDef.Create("ambience.cooldown", 0.1f, CVar.ARCHIVE | CVar.CLIENTONLY);
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/// <summary>
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/// How large of a range to sample for ambience.
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/// </summary>
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public static readonly CVarDef<float> AmbientRange =
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CVarDef.Create("ambience.range", 8f, CVar.REPLICATED | CVar.SERVER);
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/// <summary>
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/// Maximum simultaneous ambient sounds.
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/// </summary>
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public static readonly CVarDef<int> MaxAmbientSources =
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CVarDef.Create("ambience.max_sounds", 16, CVar.ARCHIVE | CVar.CLIENTONLY);
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/// <summary>
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/// The minimum value the user can set for ambience.max_sounds
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/// </summary>
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public static readonly CVarDef<int> MinMaxAmbientSourcesConfigured =
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CVarDef.Create("ambience.min_max_sounds_configured", 16, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
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/// <summary>
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/// The maximum value the user can set for ambience.max_sounds
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/// </summary>
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public static readonly CVarDef<int> MaxMaxAmbientSourcesConfigured =
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CVarDef.Create("ambience.max_max_sounds_configured", 64, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
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/// <summary>
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/// Ambience volume.
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/// </summary>
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public static readonly CVarDef<float> AmbienceVolume =
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CVarDef.Create("ambience.volume", 0.0f, CVar.ARCHIVE | CVar.CLIENTONLY);
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/// <summary>
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/// Lobby / round end music volume.
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/// </summary>
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public static readonly CVarDef<float> LobbyMusicVolume =
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CVarDef.Create("ambience.lobby_music_volume", 0.0f, CVar.ARCHIVE | CVar.CLIENTONLY);
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/// <summary>
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/// Whether to play the station ambience (humming) sound
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/// </summary>
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public static readonly CVarDef<bool> StationAmbienceEnabled =
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CVarDef.Create("ambience.station_ambience", true, CVar.ARCHIVE | CVar.CLIENTONLY);
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/// <summary>
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/// Whether to play the space ambience
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/// </summary>
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public static readonly CVarDef<bool> SpaceAmbienceEnabled =
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CVarDef.Create("ambience.space_ambience", true, CVar.ARCHIVE | CVar.CLIENTONLY);
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/*
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* Status
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*/
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public static readonly CVarDef<string> StatusMoMMIUrl =
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CVarDef.Create("status.mommiurl", "", CVar.SERVERONLY);
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public static readonly CVarDef<string> StatusMoMMIPassword =
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CVarDef.Create("status.mommipassword", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
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/*
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* Events
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*/
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/// <summary>
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/// Controls if the game should run station events
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/// </summary>
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public static readonly CVarDef<bool>
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EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
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/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
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/// </summary>
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public static readonly CVarDef<float>
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EventsRampingAverageEndTime = CVarDef.Create("events.ramping_average_end_time", 40f, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Average ending chaos modifier for the ramping event scheduler.
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/// Max chaos chosen for a round will deviate from this
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/// </summary>
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public static readonly CVarDef<float>
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EventsRampingAverageChaos = CVarDef.Create("events.ramping_average_chaos", 6f, CVar.ARCHIVE | CVar.SERVERONLY);
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/*
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* Game
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*/
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/// <summary>
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/// Disables most functionality in the GameTicker.
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/// </summary>
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public static readonly CVarDef<bool>
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GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
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/// </summary>
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public static readonly CVarDef<bool>
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GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
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/// <summary>
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/// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
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/// </summary>
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public static readonly CVarDef<int>
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GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
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/// <summary>
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/// Controls if players can latejoin at all.
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/// </summary>
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public static readonly CVarDef<bool>
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GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Controls the default game preset.
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/// </summary>
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public static readonly CVarDef<string>
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GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
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/// <summary>
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/// Controls if the game can force a different preset if the current preset's criteria are not met.
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/// </summary>
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public static readonly CVarDef<bool>
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GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
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/// <summary>
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/// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
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/// </summary>
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public static readonly CVarDef<string>
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GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "extended", CVar.ARCHIVE);
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/// <summary>
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/// Controls if people can win the game in Suspicion or Deathmatch.
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/// </summary>
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public static readonly CVarDef<bool>
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GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
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/// <summary>
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/// Controls the maximum number of character slots a player is allowed to have.
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/// </summary>
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public static readonly CVarDef<int>
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GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 10, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
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/// </summary>
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public static readonly CVarDef<string>
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GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
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/// <summary>
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/// Prototype to use for map pool.
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/// </summary>
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public static readonly CVarDef<string>
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GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
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/// <summary>
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/// The depth of the queue used to calculate which map is next in rotation.
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/// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
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/// </summary>
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public static readonly CVarDef<int>
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GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
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/// <summary>
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/// Is map rotation enabled?
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/// </summary>
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public static readonly CVarDef<bool>
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GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
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/// <summary>
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/// If roles should be restricted based on time.
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/// </summary>
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public static readonly CVarDef<bool>
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GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Whether a random position offset will be applied to the station on roundstart.
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/// </summary>
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public static readonly CVarDef<bool> StationOffset =
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CVarDef.Create("game.station_offset", true);
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/// <summary>
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/// When the default blueprint is loaded what is the maximum amount it can be offset from 0,0.
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/// Does nothing without <see cref="StationOffset"/> as true.
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/// </summary>
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public static readonly CVarDef<float> MaxStationOffset =
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CVarDef.Create("game.maxstationoffset", 1000.0f);
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/// <summary>
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/// Whether a random rotation will be applied to the station on roundstart.
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/// </summary>
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public static readonly CVarDef<bool> StationRotation =
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CVarDef.Create("game.station_rotation", true);
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/// <summary>
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/// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
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/// </summary>
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public static readonly CVarDef<bool> GamePersistGuests =
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CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
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public static readonly CVarDef<bool> GameDiagonalMovement =
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CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
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public static readonly CVarDef<int> SoftMaxPlayers =
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CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
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/// <summary>
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/// Whether or not panic bunker is currently enabled.
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/// </summary>
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public static readonly CVarDef<bool> PanicBunkerEnabled =
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CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED);
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/// <summary>
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/// Show reason of disconnect for user or not.
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/// </summary>
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public static readonly CVarDef<bool> PanicBunkerShowReason =
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CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
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/// <summary>
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/// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
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/// </summary>
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public static readonly CVarDef<int> PanicBunkerMinAccountAge =
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CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
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/// <summary>
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/// Minimal overall played time.
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/// </summary>
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public static readonly CVarDef<int> PanicBunkerMinOverallHours =
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CVarDef.Create("game.panic_bunker.min_overall_hours", 10, CVar.SERVERONLY);
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/// <summary>
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/// Make people bonk when trying to climb certain objects like tables.
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/// </summary>
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public static readonly CVarDef<bool> GameTableBonk =
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CVarDef.Create("game.table_bonk", false, CVar.SERVERONLY);
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#if EXCEPTION_TOLERANCE
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/// <summary>
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/// Amount of times round start must fail before the server is shut down.
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/// Set to 0 or a negative number to disable.
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/// </summary>
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public static readonly CVarDef<int> RoundStartFailShutdownCount =
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CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
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#endif
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/*
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* Discord
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*/
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/// <summary>
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/// URL of the Discord webhook which will relay all ahelp messages.
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/// </summary>
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public static readonly CVarDef<string> DiscordAHelpWebhook =
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CVarDef.Create("discord.ahelp_webhook", string.Empty, CVar.SERVERONLY);
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/// <summary>
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/// The server icon to use in the Discord ahelp embed footer.
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/// Valid values are specified at https://discord.com/developers/docs/resources/channel#embed-object-embed-footer-structure.
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/// </summary>
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public static readonly CVarDef<string> DiscordAHelpFooterIcon =
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CVarDef.Create("discord.ahelp_footer_icon", string.Empty, CVar.SERVERONLY);
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/// <summary>
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/// The avatar to use for the webhook. Should be an URL.
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/// </summary>
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public static readonly CVarDef<string> DiscordAHelpAvatar =
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CVarDef.Create("discord.ahelp_avatar", string.Empty, CVar.SERVERONLY);
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/*
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* Suspicion
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*/
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public static readonly CVarDef<int> SuspicionMinPlayers =
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CVarDef.Create("suspicion.min_players", 5);
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public static readonly CVarDef<int> SuspicionMinTraitors =
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CVarDef.Create("suspicion.min_traitors", 2);
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public static readonly CVarDef<int> SuspicionPlayersPerTraitor =
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CVarDef.Create("suspicion.players_per_traitor", 6);
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public static readonly CVarDef<int> SuspicionStartingBalance =
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CVarDef.Create("suspicion.starting_balance", 20);
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public static readonly CVarDef<int> SuspicionMaxTimeSeconds =
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CVarDef.Create("suspicion.max_time_seconds", 300);
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/*
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* Traitor
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*/
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public static readonly CVarDef<int> TraitorMinPlayers =
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CVarDef.Create("traitor.min_players", 5);
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public static readonly CVarDef<int> TraitorMaxTraitors =
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CVarDef.Create("traitor.max_traitors", 12); // Assuming average server maxes somewhere from like 50-80 people
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public static readonly CVarDef<int> TraitorPlayersPerTraitor =
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CVarDef.Create("traitor.players_per_traitor", 10);
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public static readonly CVarDef<int> TraitorCodewordCount =
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CVarDef.Create("traitor.codeword_count", 4);
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public static readonly CVarDef<int> TraitorStartingBalance =
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CVarDef.Create("traitor.starting_balance", 20);
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public static readonly CVarDef<int> TraitorMaxDifficulty =
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CVarDef.Create("traitor.max_difficulty", 5);
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public static readonly CVarDef<int> TraitorMaxPicks =
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CVarDef.Create("traitor.max_picks", 20);
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public static readonly CVarDef<float> TraitorStartDelay =
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CVarDef.Create("traitor.start_delay", 4f * 60f);
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public static readonly CVarDef<float> TraitorStartDelayVariance =
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CVarDef.Create("traitor.start_delay_variance", 3f * 60f);
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/*
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* TraitorDeathMatch
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*/
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public static readonly CVarDef<int> TraitorDeathMatchStartingBalance =
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CVarDef.Create("traitordm.starting_balance", 20);
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/*
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* Zombie
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*/
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public static readonly CVarDef<int> ZombieMinPlayers =
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CVarDef.Create("zombie.min_players", 20);
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public static readonly CVarDef<int> ZombieMaxInitialInfected =
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CVarDef.Create("zombie.max_initial_infected", 6);
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public static readonly CVarDef<int> ZombiePlayersPerInfected =
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CVarDef.Create("zombie.players_per_infected", 10);
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/*
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* Pirates
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*/
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public static readonly CVarDef<int> PiratesMinPlayers =
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CVarDef.Create("pirates.min_players", 25);
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public static readonly CVarDef<int> PiratesMaxOps =
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CVarDef.Create("pirates.max_pirates", 6);
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public static readonly CVarDef<int> PiratesPlayersPerOp =
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CVarDef.Create("pirates.players_per_pirate", 5);
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/*
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* Tips
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*/
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/// <summary>
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/// Whether tips being shown is enabled at all.
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/// </summary>
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public static readonly CVarDef<bool> TipsEnabled =
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CVarDef.Create("tips.enabled", true);
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/// <summary>
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/// The dataset prototype to use when selecting a random tip.
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/// </summary>
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public static readonly CVarDef<string> TipsDataset =
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CVarDef.Create("tips.dataset", "Tips");
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/// <summary>
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/// The number of seconds between each tip being displayed when the round is not actively going
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/// (i.e. postround or lobby)
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/// </summary>
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public static readonly CVarDef<float> TipFrequencyOutOfRound =
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CVarDef.Create("tips.out_of_game_frequency", 60f * 1.5f);
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/// <summary>
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/// The number of seconds between each tip being displayed when the round is actively going
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/// </summary>
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public static readonly CVarDef<float> TipFrequencyInRound =
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CVarDef.Create("tips.in_game_frequency", 60f * 60);
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/*
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* Console
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*/
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public static readonly CVarDef<bool>
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ConsoleLoginLocal = CVarDef.Create("console.loginlocal", true, CVar.ARCHIVE | CVar.SERVERONLY);
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/*
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* Database stuff
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*/
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public static readonly CVarDef<string> DatabaseEngine =
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CVarDef.Create("database.engine", "sqlite", CVar.SERVERONLY);
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public static readonly CVarDef<string> DatabaseSqliteDbPath =
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CVarDef.Create("database.sqlite_dbpath", "preferences.db", CVar.SERVERONLY);
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/// <summary>
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/// Milliseconds to asynchronously delay all SQLite database acquisitions with.
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/// </summary>
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/// <remarks>
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/// Defaults to 1 on DEBUG, 0 on RELEASE.
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/// This is intended to help catch .Result deadlock bugs that only happen on postgres
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/// (because SQLite is not actually asynchronous normally)
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/// </remarks>
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public static readonly CVarDef<int> DatabaseSqliteDelay =
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CVarDef.Create("database.sqlite_delay", DefaultSqliteDelay, CVar.SERVERONLY);
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#if DEBUG
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private const int DefaultSqliteDelay = 1;
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#else
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private const int DefaultSqliteDelay = 0;
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#endif
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public static readonly CVarDef<string> DatabasePgHost =
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CVarDef.Create("database.pg_host", "localhost", CVar.SERVERONLY);
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public static readonly CVarDef<int> DatabasePgPort =
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CVarDef.Create("database.pg_port", 5432, CVar.SERVERONLY);
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public static readonly CVarDef<string> DatabasePgDatabase =
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CVarDef.Create("database.pg_database", "ss14", CVar.SERVERONLY);
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public static readonly CVarDef<string> DatabasePgUsername =
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CVarDef.Create("database.pg_username", "postgres", CVar.SERVERONLY);
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public static readonly CVarDef<string> DatabasePgPassword =
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CVarDef.Create("database.pg_password", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
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// Basically only exists for integration tests to avoid race conditions.
|
|
public static readonly CVarDef<bool> DatabaseSynchronous =
|
|
CVarDef.Create("database.sync", false, CVar.SERVERONLY);
|
|
|
|
|
|
/*
|
|
* Outline
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> OutlineEnabled =
|
|
CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
|
|
|
|
|
|
/*
|
|
* Parallax
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> ParallaxEnabled =
|
|
CVarDef.Create("parallax.enabled", true, CVar.CLIENTONLY);
|
|
|
|
public static readonly CVarDef<bool> ParallaxDebug =
|
|
CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
|
|
|
|
public static readonly CVarDef<bool> ParallaxLowQuality =
|
|
CVarDef.Create("parallax.low_quality", false, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
/*
|
|
* Physics
|
|
*/
|
|
|
|
/// <summary>
|
|
/// When a mob is walking should its X / Y movement be relative to its parent (true) or the map (false).
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> RelativeMovement =
|
|
CVarDef.Create("physics.relative_movement", true, CVar.ARCHIVE | CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<float> TileFrictionModifier =
|
|
CVarDef.Create("physics.tile_friction", 40.0f, CVar.ARCHIVE | CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<float> StopSpeed =
|
|
CVarDef.Create("physics.stop_speed", 0.1f, CVar.ARCHIVE | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Whether mobs can push objects like lockers.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Technically client doesn't need to know about it but this may prevent a bug in the distant future so it stays.
|
|
/// </remarks>
|
|
public static readonly CVarDef<bool> MobPushing =
|
|
CVarDef.Create("physics.mob_pushing", false, CVar.REPLICATED);
|
|
|
|
/*
|
|
* Music
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> LobbyMusicEnabled =
|
|
CVarDef.Create("ambience.lobby_music_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
public static readonly CVarDef<bool> EventMusicEnabled =
|
|
CVarDef.Create("ambience.event_music_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
/*
|
|
* Specific Sounds
|
|
*/
|
|
// Round end sound (APC Destroyed)
|
|
public static readonly CVarDef<bool> RestartSoundsEnabled =
|
|
CVarDef.Create("ambience.restart_sounds_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
|
|
/*
|
|
* Admin sounds
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> AdminSoundsEnabled =
|
|
CVarDef.Create("audio.admin_sounds_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
public static readonly CVarDef<string> AdminChatSoundPath =
|
|
CVarDef.Create("audio.admin_chat_sound_path", "/Audio/Items/pop.ogg", CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
|
|
public static readonly CVarDef<float> AdminChatSoundVolume =
|
|
CVarDef.Create("audio.admin_chat_sound_volume", -5f, CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
|
|
|
|
/*
|
|
* HUD
|
|
*/
|
|
|
|
public static readonly CVarDef<int> HudTheme =
|
|
CVarDef.Create("hud.theme", 0, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
public static readonly CVarDef<bool> HudHeldItemShow =
|
|
CVarDef.Create("hud.held_item_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
public static readonly CVarDef<float> HudHeldItemOffset =
|
|
CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY);
|
|
|
|
public static readonly CVarDef<bool> HudFpsCounterVisible =
|
|
CVarDef.Create("hud.fps_counter_visible", false, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
/*
|
|
* NPCs
|
|
*/
|
|
|
|
public static readonly CVarDef<int> NPCMaxUpdates =
|
|
CVarDef.Create("npc.max_updates", 128);
|
|
|
|
public static readonly CVarDef<bool> NPCEnabled = CVarDef.Create("npc.enabled", true);
|
|
|
|
/// <summary>
|
|
/// Should NPCs pathfind when steering. For debug purposes.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> NPCPathfinding = CVarDef.Create("npc.pathfinding", true);
|
|
|
|
/*
|
|
* Net
|
|
*/
|
|
|
|
public static readonly CVarDef<float> NetAtmosDebugOverlayTickRate =
|
|
CVarDef.Create("net.atmosdbgoverlaytickrate", 3.0f);
|
|
|
|
public static readonly CVarDef<float> NetGasOverlayTickRate =
|
|
CVarDef.Create("net.gasoverlaytickrate", 3.0f);
|
|
|
|
public static readonly CVarDef<int> GasOverlayThresholds =
|
|
CVarDef.Create("net.gasoverlaythresholds", 20);
|
|
|
|
/*
|
|
* Admin stuff
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> AdminAnnounceLogin =
|
|
CVarDef.Create("admin.announce_login", true, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<bool> AdminAnnounceLogout =
|
|
CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Explosions
|
|
*/
|
|
|
|
/// <summary>
|
|
/// How many tiles the explosion system will process per tick
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Setting this too high will put a large load on a single tick. Setting this too low will lead to
|
|
/// unnaturally "slow" explosions.
|
|
/// </remarks>
|
|
public static readonly CVarDef<int> ExplosionTilesPerTick =
|
|
CVarDef.Create("explosion.tiles_per_tick", 100, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Upper limit on the size of an explosion before physics-throwing is disabled.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Large nukes tend to generate a lot of shrapnel that flies through space. This can functionally cripple
|
|
/// the server TPS for a while after an explosion (or even during, if the explosion is processed
|
|
/// incrementally.
|
|
/// </remarks>
|
|
public static readonly CVarDef<int> ExplosionThrowLimit =
|
|
CVarDef.Create("explosion.throw_limit", 400, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// If this is true, explosion processing will pause the NodeGroupSystem to pause updating.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This only takes effect if an explosion needs more than one tick to process (i.e., covers more than <see
|
|
/// cref="ExplosionTilesPerTick"/> tiles). If this is not enabled, the node-system will rebuild its graph
|
|
/// every tick as the explosion shreds the station, causing significant slowdown.
|
|
/// </remarks>
|
|
public static readonly CVarDef<bool> ExplosionSleepNodeSys =
|
|
CVarDef.Create("explosion.node_sleep", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Upper limit on the total area that an explosion can affect before the neighbor-finding algorithm just
|
|
/// stops. Defaults to a 60-rile radius explosion.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Actual area may be larger, as it currently doesn't terminate mid neighbor finding. I.e., area may be that of a ~51 tile radius circle instead.
|
|
/// </remarks>
|
|
public static readonly CVarDef<int> ExplosionMaxArea =
|
|
CVarDef.Create("explosion.max_area", (int) 3.14f * 256 * 256, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Upper limit on the number of neighbor finding steps for the explosion system neighbor-finding algorithm.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Effectively places an upper limit on the range that any explosion can have. In the vast majority of
|
|
/// instances, <see cref="ExplosionMaxArea"/> will likely be hit before this becomes a limiting factor.
|
|
/// </remarks>
|
|
public static readonly CVarDef<int> ExplosionMaxIterations =
|
|
CVarDef.Create("explosion.max_iterations", 500, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Max Time in milliseconds to spend processing explosions every tick.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This time limiting is not perfectly implemented. Firstly, a significant chunk of processing time happens
|
|
/// due to queued entity deletions, which happen outside of the system update code. Secondly, explosion
|
|
/// spawning cannot currently be interrupted & resumed, and may lead to exceeding this time limit.
|
|
/// </remarks>
|
|
public static readonly CVarDef<float> ExplosionMaxProcessingTime =
|
|
CVarDef.Create("explosion.max_tick_time", 7f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// If the explosion is being processed incrementally over several ticks, this variable determines whether
|
|
/// updating the grid tiles should be done incrementally at the end of every tick, or only once the explosion has finished processing.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The most notable consequence of this change is that explosions will only punch a hole in the station &
|
|
/// create a vacumm once they have finished exploding. So airlocks will no longer slam shut as the explosion
|
|
/// expands, just suddenly at the end.
|
|
/// </remarks>
|
|
public static readonly CVarDef<bool> ExplosionIncrementalTileBreaking =
|
|
CVarDef.Create("explosion.incremental_tile", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// This determines for how many seconds an explosion should stay visible once it has finished expanding.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> ExplosionPersistence =
|
|
CVarDef.Create("explosion.persistence", 0.3f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// If an explosion covers a larger area than this number, the damaging/processing will always start during
|
|
/// the next tick, instead of during the same tick that the explosion was generated in.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This value can be used to ensure that for large explosions the area/tile calculation and the explosion
|
|
/// processing/damaging occurs in separate ticks. This helps reduce the single-tick lag if both <see
|
|
/// cref="ExplosionMaxProcessingTime"/> and <see cref="ExplosionTilesPerTick"/> are large. I.e., instead of
|
|
/// a single tick explosion, this cvar allows for a configuration that results in a two-tick explosion,
|
|
/// though most of the computational cost is still in the second tick.
|
|
/// </remarks>
|
|
public static readonly CVarDef<int> ExplosionSingleTickAreaLimit =
|
|
CVarDef.Create("explosion.single_tick_area_limit", 400, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Radiation
|
|
*/
|
|
|
|
/// <summary>
|
|
/// What is the smallest radiation dose in rads that can be received by object.
|
|
/// Extremely small values may impact performance.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> RadiationMinIntensity =
|
|
CVarDef.Create("radiation.min_intensity", 0.1f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Rate of radiation system update in seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> RadiationGridcastUpdateRate =
|
|
CVarDef.Create("radiation.gridcast.update_rate", 1.0f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// If both radiation source and receiver are placed on same grid, ignore grids between them.
|
|
/// May get inaccurate result in some cases, but greatly boost performance in general.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> RadiationGridcastSimplifiedSameGrid =
|
|
CVarDef.Create("radiation.gridcast.simplified_same_grid", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Max distance that radiation ray can travel in meters.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> RadiationGridcastMaxDistance =
|
|
CVarDef.Create("radiation.gridcast.max_distance", 50f, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Admin logs
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Controls if admin logs are enabled. Highly recommended to shut this off for development.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> AdminLogsEnabled =
|
|
CVarDef.Create("adminlogs.enabled", true, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<float> AdminLogsQueueSendDelay =
|
|
CVarDef.Create("adminlogs.queue_send_delay_seconds", 5f, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<int> AdminLogsQueueMax =
|
|
CVarDef.Create("adminlogs.queue_max", 5000, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<int> AdminLogsPreRoundQueueMax =
|
|
CVarDef.Create("adminlogs.pre_round_queue_max", 5000, CVar.SERVERONLY);
|
|
|
|
// How many logs to send to the client at once
|
|
public static readonly CVarDef<int> AdminLogsClientBatchSize =
|
|
CVarDef.Create("adminlogs.client_batch_size", 1000, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<string> AdminLogsServerName =
|
|
CVarDef.Create("adminlogs.server_name", "unknown", CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Atmos
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Whether gas differences will move entities.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> SpaceWind =
|
|
CVarDef.Create("atmos.space_wind", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> SpaceWindPressureForceDivisorThrow =
|
|
CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> SpaceWindPressureForceDivisorPush =
|
|
CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
|
|
/// Useful to prevent clipping through objects.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> SpaceWindMaxVelocity =
|
|
CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The maximum force that may be applied to an object by pushing (i.e. not throwing) atmospheric pressure differences.
|
|
/// A "throwing" atmospheric pressure difference ignores this limit, but not the max. velocity limit.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> SpaceWindMaxPushForce =
|
|
CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether monstermos tile equalization is enabled.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> MonstermosEqualization =
|
|
CVarDef.Create("atmos.monstermos_equalization", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether monstermos explosive depressurization is enabled.
|
|
/// Needs <see cref="MonstermosEqualization"/> to be enabled to work.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> MonstermosDepressurization =
|
|
CVarDef.Create("atmos.monstermos_depressurization", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether monstermos explosive depressurization will rip tiles..
|
|
/// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> to be enabled to work.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> MonstermosRipTiles =
|
|
CVarDef.Create("atmos.monstermos_rip_tiles", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether explosive depressurization will cause the grid to gain an impulse.
|
|
/// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> to be enabled to work.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> AtmosGridImpulse =
|
|
CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether atmos superconduction is enabled.
|
|
/// </summary>
|
|
/// <remarks> Disabled by default, superconduction is awful. </remarks>
|
|
public static readonly CVarDef<bool> Superconduction =
|
|
CVarDef.Create("atmos.superconduction", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether excited groups will be processed and created.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ExcitedGroups =
|
|
CVarDef.Create("atmos.excited_groups", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether all tiles in an excited group will clear themselves once being exposed to space.
|
|
/// Similar to <see cref="MonstermosDepressurization"/>, without none of the tile ripping or
|
|
/// things being thrown around very violently.
|
|
/// Needs <see cref="ExcitedGroups"/> to be enabled to work.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ExcitedGroupsSpaceIsAllConsuming =
|
|
CVarDef.Create("atmos.excited_groups_space_is_all_consuming", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Maximum time in milliseconds that atmos can take processing.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> AtmosMaxProcessTime =
|
|
CVarDef.Create("atmos.max_process_time", 3f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Atmos tickrate in TPS. Atmos processing will happen every 1/TPS seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> AtmosTickRate =
|
|
CVarDef.Create("atmos.tickrate", 15f, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* MIDI instruments
|
|
*/
|
|
|
|
public static readonly CVarDef<int> MaxMidiEventsPerSecond =
|
|
CVarDef.Create("midi.max_events_per_second", 1000, CVar.REPLICATED | CVar.SERVER);
|
|
|
|
public static readonly CVarDef<int> MaxMidiEventsPerBatch =
|
|
CVarDef.Create("midi.max_events_per_batch", 60, CVar.REPLICATED | CVar.SERVER);
|
|
|
|
public static readonly CVarDef<int> MaxMidiBatchesDropped =
|
|
CVarDef.Create("midi.max_batches_dropped", 1, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<int> MaxMidiLaggedBatches =
|
|
CVarDef.Create("midi.max_lagged_batches", 8, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Holidays
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> HolidaysEnabled = CVarDef.Create("holidays.enabled", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Branding stuff
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> BrandingSteam = CVarDef.Create("branding.steam", false, CVar.CLIENTONLY);
|
|
|
|
/*
|
|
* OOC
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> OocEnabled = CVarDef.Create("ooc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<bool> AdminOocEnabled =
|
|
CVarDef.Create("ooc.enabled_admin", true, CVar.NOTIFY);
|
|
|
|
/// <summary>
|
|
/// If true, whenever OOC is disabled the Discord OOC relay will also be disabled.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> DisablingOOCDisablesRelay = CVarDef.Create("ooc.disabling_ooc_disables_relay", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether or not OOC chat should be enabled during a round.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> OocEnableDuringRound =
|
|
CVarDef.Create("ooc.enable_during_round", false, CVar.NOTIFY | CVar.REPLICATED |CVar.SERVER);
|
|
|
|
/*
|
|
* LOOC
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> LoocEnabled = CVarDef.Create("looc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<bool> AdminLoocEnabled =
|
|
CVarDef.Create("looc.enabled_admin", true, CVar.NOTIFY);
|
|
|
|
/// <summary>
|
|
/// True: Dead players can use LOOC
|
|
/// False: Dead player LOOC gets redirected to dead chat
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> DeadLoocEnabled = CVarDef.Create("looc.enabled_dead", false, CVar.NOTIFY | CVar.REPLICATED);
|
|
|
|
/*
|
|
* Entity Menu Grouping Types
|
|
*/
|
|
public static readonly CVarDef<int> EntityMenuGroupingType = CVarDef.Create("entity_menu", 0, CVar.CLIENTONLY);
|
|
|
|
/*
|
|
* Whitelist
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Controls whether the server will deny any players that are not whitelisted in the DB.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> WhitelistEnabled =
|
|
CVarDef.Create("whitelist.enabled", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The loc string to display as a disconnect reason when someone is not whitelisted.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> WhitelistReason =
|
|
CVarDef.Create("whitelist.reason", "whitelist-not-whitelisted", CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// If the playercount is below this number, the whitelist will not apply.
|
|
/// </summary>
|
|
public static readonly CVarDef<int> WhitelistMinPlayers =
|
|
CVarDef.Create("whitelist.min_players", 0, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// If the playercount is above this number, the whitelist will not apply.
|
|
/// </summary>
|
|
public static readonly CVarDef<int> WhitelistMaxPlayers =
|
|
CVarDef.Create("whitelist.max_players", int.MaxValue, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* VOTE
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Allows enabling/disabling player-started votes for ultimate authority
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> VoteEnabled =
|
|
CVarDef.Create("vote.enabled", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// See vote.enabled, but specific to restart votes
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> VoteRestartEnabled =
|
|
CVarDef.Create("vote.restart_enabled", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// See vote.enabled, but specific to preset votes
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> VotePresetEnabled =
|
|
CVarDef.Create("vote.preset_enabled", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// See vote.enabled, but specific to map votes
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> VoteMapEnabled =
|
|
CVarDef.Create("vote.map_enabled", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The required ratio of the server that must agree for a restart round vote to go through.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> VoteRestartRequiredRatio =
|
|
CVarDef.Create("vote.restart_required_ratio", 0.85f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether or not to restrict the restart vote when there's online admins.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> VoteRestartNotAllowedWhenAdminOnline =
|
|
CVarDef.Create("vote.restart_not_allowed_when_admin_online", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The delay which two votes of the same type are allowed to be made by separate people, in seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> VoteSameTypeTimeout =
|
|
CVarDef.Create("vote.same_type_timeout", 240f, CVar.SERVERONLY);
|
|
|
|
|
|
/// <summary>
|
|
/// Sets the duration of the map vote timer.
|
|
/// </summary>
|
|
public static readonly CVarDef<int>
|
|
VoteTimerMap = CVarDef.Create("vote.timermap", 90, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Sets the duration of the restart vote timer.
|
|
/// </summary>
|
|
public static readonly CVarDef<int>
|
|
VoteTimerRestart = CVarDef.Create("vote.timerrestart", 60, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Sets the duration of the gamemode/preset vote timer.
|
|
/// </summary>
|
|
public static readonly CVarDef<int>
|
|
VoteTimerPreset = CVarDef.Create("vote.timerpreset", 30, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Sets the duration of the map vote timer when ALONE.
|
|
/// </summary>
|
|
public static readonly CVarDef<int>
|
|
VoteTimerAlone = CVarDef.Create("vote.timeralone", 10, CVar.SERVERONLY);
|
|
|
|
|
|
/*
|
|
* BAN
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> BanHardwareIds =
|
|
CVarDef.Create("ban.hardware_ids", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Procgen
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Should we pre-load all of the procgen atlasses.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ProcgenPreload =
|
|
CVarDef.Create("procgen.preload", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Shuttles
|
|
*/
|
|
|
|
// Look this is technically eye behavior but its main impact is shuttles so I just dumped it here.
|
|
/// <summary>
|
|
/// If true then the camera will match the grid / map and is unchangeable.
|
|
/// - When traversing grids it will snap to 0 degrees rotation.
|
|
/// False means the player has control over the camera rotation.
|
|
/// - When traversing grids it will snap to the nearest cardinal which will generally be imperceptible.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> CameraRotationLocked =
|
|
CVarDef.Create("shuttle.camera_rotation_locked", false, CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Whether the arrivals shuttle is enabled.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ArrivalsShuttles =
|
|
CVarDef.Create("shuttle.arrivals", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The map to use for the arrivals station.
|
|
/// </summary>
|
|
public static readonly CVarDef<ResourcePath> ArrivalsMap =
|
|
CVarDef.Create("shuttle.arrivals_map", new ResourcePath("/Maps/Misc/terminal.yml"), CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Cooldown between arrivals departures. This should be longer than the FTL time or it will double cycle.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> ArrivalsCooldown =
|
|
CVarDef.Create("shuttle.arrivals_cooldown", 90f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Are players allowed to return on the arrivals shuttle.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ArrivalsReturns =
|
|
CVarDef.Create("shuttle.arrivals_returns", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether cargo shuttles are enabled.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> CargoShuttles =
|
|
CVarDef.Create("shuttle.cargo", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Emergency
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Is the emergency shuttle allowed to be early launched.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> EmergencyEarlyLaunchAllowed =
|
|
CVarDef.Create("shuttle.emergency_early_launch_allowed", false, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// How long the emergency shuttle remains docked with the station, in seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> EmergencyShuttleDockTime =
|
|
CVarDef.Create("shuttle.emergency_dock_time", 180f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// How long after the console is authorized for the shuttle to early launch.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> EmergencyShuttleAuthorizeTime =
|
|
CVarDef.Create("shuttle.emergency_authorize_time", 10f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The minimum time for the emergency shuttle to arrive at centcomm.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> EmergencyShuttleMinTransitTime =
|
|
CVarDef.Create("shuttle.emergency_transit_time_min", 60f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The maximum time for the emergency shuttle to arrive at centcomm.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> EmergencyShuttleMaxTransitTime =
|
|
CVarDef.Create("shuttle.emergency_transit_time_max", 180f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether the emergency shuttle is enabled or should the round just end.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> EmergencyShuttleEnabled =
|
|
CVarDef.Create("shuttle.emergency", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The percentage of time passed from the initial call to when the shuttle can no longer be recalled.
|
|
/// ex. a call time of 10min and turning point of 0.5 means the shuttle cannot be recalled after 5 minutes.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> EmergencyRecallTurningPoint =
|
|
CVarDef.Create("shuttle.recall_turning_point", 0.5f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Time in minutes after round start to auto-call the shuttle. Set to zero to disable.
|
|
/// </summary>
|
|
public static readonly CVarDef<int> EmergencyShuttleAutoCallTime =
|
|
CVarDef.Create("shuttle.auto_call_time", 90, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Time in minutes after the round was extended (by recalling the shuttle) to call
|
|
/// the shuttle again.
|
|
/// </summary>
|
|
public static readonly CVarDef<int> EmergencyShuttleAutoCallExtensionTime =
|
|
CVarDef.Create("shuttle.auto_call_extension_time", 45, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// The map to load for CentCom for the emergency shuttle to dock to.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> CentcommMap =
|
|
CVarDef.Create("shuttle.centcomm_map", "/Maps/centcomm.yml", CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Crew Manifests
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Setting this allows a crew manifest to be opened from any window
|
|
/// that has a crew manifest button, and sends the correct message.
|
|
/// If this is false, only in-game entities will allow you to see
|
|
/// the crew manifest, if the functionality is coded in.
|
|
/// Having administrator priveledge ignores this, but will still
|
|
/// hide the button in UI windows.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> CrewManifestWithoutEntity =
|
|
CVarDef.Create("crewmanifest.no_entity", true, CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Setting this allows the crew manifest to be viewed from 'unsecure'
|
|
/// entities, such as the PDA.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> CrewManifestUnsecure =
|
|
CVarDef.Create("crewmanifest.unsecure", true, CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Dictates the order the crew manifest will appear in, in terms of its sections.
|
|
/// Sections not in this list will appear at the end of the list, in no
|
|
/// specific order.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> CrewManifestOrdering =
|
|
CVarDef.Create("crewmanifest.ordering", "Command,Security,Science,Medical,Engineering,Cargo,Civilian,Unknown",
|
|
CVar.REPLICATED);
|
|
|
|
/*
|
|
* Biomass
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Enabled: Cloning has 70% cost and reclaimer will refuse to reclaim corpses with souls. (For LRP).
|
|
/// Disabled: Cloning has full biomass cost and reclaimer can reclaim corpses with souls. (Playtested and balanced for MRP+).
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> BiomassEasyMode =
|
|
CVarDef.Create("biomass.easy_mode", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Anomaly
|
|
*/
|
|
|
|
/// <summary>
|
|
/// A scale factor applied to a grid's bounds when trying to find a spot to randomly generate an anomaly.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> AnomalyGenerationGridBoundsScale =
|
|
CVarDef.Create("anomaly.generation_grid_bounds_scale", 0.6f, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* VIEWPORT
|
|
*/
|
|
|
|
public static readonly CVarDef<bool> ViewportStretch =
|
|
CVarDef.Create("viewport.stretch", true, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
public static readonly CVarDef<int> ViewportFixedScaleFactor =
|
|
CVarDef.Create("viewport.fixed_scale_factor", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
// This default is basically specifically chosen so fullscreen/maximized 1080p hits a 2x snap and does NN.
|
|
public static readonly CVarDef<int> ViewportSnapToleranceMargin =
|
|
CVarDef.Create("viewport.snap_tolerance_margin", 64, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
public static readonly CVarDef<int> ViewportSnapToleranceClip =
|
|
CVarDef.Create("viewport.snap_tolerance_clip", 32, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
public static readonly CVarDef<bool> ViewportScaleRender =
|
|
CVarDef.Create("viewport.scale_render", true, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
public static readonly CVarDef<int> ViewportMinimumWidth =
|
|
CVarDef.Create("viewport.minimum_width", 15, CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<int> ViewportMaximumWidth =
|
|
CVarDef.Create("viewport.maximum_width", 21, CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<int> ViewportWidth =
|
|
CVarDef.Create("viewport.width", 21, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
/*
|
|
* UI
|
|
*/
|
|
|
|
public static readonly CVarDef<string> UILayout =
|
|
CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
public static readonly CVarDef<string> DefaultScreenChatSize =
|
|
CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
public static readonly CVarDef<string> SeparatedScreenChatSize =
|
|
CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
|
|
/*
|
|
* CHAT
|
|
*/
|
|
|
|
public static readonly CVarDef<int> ChatMaxMessageLength =
|
|
CVarDef.Create("chat.max_message_length", 1000, CVar.SERVER | CVar.REPLICATED);
|
|
|
|
public static readonly CVarDef<bool> ChatSanitizerEnabled =
|
|
CVarDef.Create("chat.chat_sanitizer_enabled", true, CVar.SERVERONLY);
|
|
|
|
public static readonly CVarDef<bool> ChatShowTypingIndicator =
|
|
CVarDef.Create("chat.show_typing_indicator", true, CVar.CLIENTONLY);
|
|
|
|
/// <summary>
|
|
/// A message broadcast to each player that joins the lobby.
|
|
/// May be changed by admins ingame through use of the "set-motd" command.
|
|
/// In this case the new value, if not empty, is broadcast to all connected players and saved between rounds.
|
|
/// May be requested by any player through use of the "get-motd" command.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> MOTD =
|
|
CVarDef.Create("chat.motd", "", CVar.SERVER | CVar.SERVERONLY | CVar.ARCHIVE, "A message broadcast to each player that joins the lobby.");
|
|
|
|
/*
|
|
* AFK
|
|
*/
|
|
|
|
/// <summary>
|
|
/// How long a client can go without any input before being considered AFK.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> AfkTime =
|
|
CVarDef.Create("afk.time", 60f, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* IC
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Restricts IC character names to alphanumeric chars.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> RestrictedNames =
|
|
CVarDef.Create("ic.restricted_names", true, CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Allows flavor text (character descriptions)
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> FlavorText =
|
|
CVarDef.Create("ic.flavor_text", false, CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Adds a period at the end of a sentence if the sentence ends in a letter.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ChatPunctuation =
|
|
CVarDef.Create("ic.punctuation", false, CVar.SERVER);
|
|
|
|
/// <summary>
|
|
/// Enables automatically forcing IC name rules. Uppercases the first letter of the first and last words of the name
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ICNameCase =
|
|
CVarDef.Create("ic.name_case", true, CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Whether or not players' characters are randomly generated rather than using their selected characters in the creator.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ICRandomCharacters =
|
|
CVarDef.Create("ic.random_characters", false, CVar.SERVER);
|
|
|
|
/// <summary>
|
|
/// A weighted random prototype used to determine the species selected for random characters.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> ICRandomSpeciesWeights =
|
|
CVarDef.Create("ic.random_species_weights", "SpeciesWeights", CVar.SERVER);
|
|
|
|
/*
|
|
* Salvage
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Forced salvage map prototype name (if empty, randomly selected)
|
|
/// </summary>
|
|
public static readonly CVarDef<string>
|
|
SalvageForced = CVarDef.Create("salvage.forced", "", CVar.SERVERONLY);
|
|
|
|
/*
|
|
|
|
* Flavor
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Flavor limit. This is to ensure that having a large mass of flavors in
|
|
/// some food object won't spam a user with flavors.
|
|
/// </summary>
|
|
public static readonly CVarDef<int>
|
|
FlavorLimit = CVarDef.Create("flavor.limit", 10, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Mapping
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Will mapping mode enable autosaves when it's activated?
|
|
/// </summary>
|
|
public static readonly CVarDef<bool>
|
|
AutosaveEnabled = CVarDef.Create("mapping.autosave", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Autosave interval in seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float>
|
|
AutosaveInterval = CVarDef.Create("mapping.autosave_interval", 600f, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Directory in server user data to save to. Saves will be inside folders in this directory.
|
|
/// </summary>
|
|
public static readonly CVarDef<string>
|
|
AutosaveDirectory = CVarDef.Create("mapping.autosave_dir", "Autosaves", CVar.SERVERONLY);
|
|
|
|
|
|
/*
|
|
* Rules
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Time that players have to wait before rules can be accepted.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> RulesWaitTime =
|
|
CVarDef.Create("rules.time", 45f, CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Don't show rules to localhost/loopback interface.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> RulesExemptLocal =
|
|
CVarDef.Create("rules.exempt_local", true, CVar.SERVERONLY);
|
|
|
|
|
|
/*
|
|
* Autogeneration
|
|
*/
|
|
|
|
public static readonly CVarDef<string> DestinationFile =
|
|
CVarDef.Create("autogen.destination_file", "", CVar.SERVER | CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Network Resource Manager
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Controls whether new resources can be uploaded by admins.
|
|
/// Does not prevent already uploaded resources from being sent.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ResourceUploadingEnabled =
|
|
CVarDef.Create("netres.enabled", true, CVar.REPLICATED | CVar.SERVER);
|
|
|
|
/// <summary>
|
|
/// Controls the data size limit in megabytes for uploaded resources. If they're too big, they will be dropped.
|
|
/// Set to zero or a negative value to disable limit.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> ResourceUploadingLimitMb =
|
|
CVarDef.Create("netres.limit", 3f, CVar.REPLICATED | CVar.SERVER);
|
|
|
|
/// <summary>
|
|
/// Whether uploaded files will be stored in the server's database.
|
|
/// This is useful to keep "logs" on what files admins have uploaded in the past.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ResourceUploadingStoreEnabled =
|
|
CVarDef.Create("netres.store_enabled", true, CVar.SERVER | CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Numbers of days before stored uploaded files are deleted. Set to zero or negative to disable auto-delete.
|
|
/// This is useful to free some space automatically. Auto-deletion runs only on server boot.
|
|
/// </summary>
|
|
public static readonly CVarDef<int> ResourceUploadingStoreDeletionDays =
|
|
CVarDef.Create("netres.store_deletion_days", 30, CVar.SERVER | CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Controls
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Deadzone for drag-drop interactions.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> DragDropDeadZone =
|
|
CVarDef.Create("control.drag_dead_zone", 12f, CVar.CLIENTONLY | CVar.ARCHIVE);
|
|
|
|
/*
|
|
* UPDATE
|
|
*/
|
|
|
|
/// <summary>
|
|
/// If a server update restart is pending, the delay after the last player leaves before we actually restart. In seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float> UpdateRestartDelay =
|
|
CVarDef.Create("update.restart_delay", 20f, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* Ghost
|
|
*/
|
|
|
|
/// <summary>
|
|
/// The time you must spend reading the rules, before the "Request" button is enabled
|
|
/// </summary>
|
|
public static readonly CVarDef<float> GhostRoleTime =
|
|
CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED);
|
|
|
|
/*
|
|
* Fire alarm
|
|
*/
|
|
|
|
/// <summary>
|
|
/// If fire alarms should have all access, or if activating/resetting these
|
|
/// should be restricted to what is dictated on a player's access card.
|
|
/// Defaults to true.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> FireAlarmAllAccess =
|
|
CVarDef.Create("firealarm.allaccess", true, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* PLAYTIME
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Time between play time autosaves, in seconds.
|
|
/// </summary>
|
|
public static readonly CVarDef<float>
|
|
PlayTimeSaveInterval = CVarDef.Create("playtime.save_interval", 900f, CVar.SERVERONLY);
|
|
|
|
/*
|
|
* INFOLINKS
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Link to Discord server to show in the launcher.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksDiscord =
|
|
CVarDef.Create("infolinks.discord", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to website to show in the launcher.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksForum =
|
|
CVarDef.Create("infolinks.forum", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to GitHub page to show in the launcher.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksGithub =
|
|
CVarDef.Create("infolinks.github", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to website to show in the launcher.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksWebsite =
|
|
CVarDef.Create("infolinks.website", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to wiki to show in the launcher.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksWiki =
|
|
CVarDef.Create("infolinks.wiki", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to Patreon. Not shown in the launcher currently.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksPatreon =
|
|
CVarDef.Create("infolinks.patreon", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to the bug report form.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksBugReport =
|
|
CVarDef.Create("infolinks.bug_report", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/// <summary>
|
|
/// Link to site handling ban appeals. Shown in ban disconnect messages.
|
|
/// </summary>
|
|
public static readonly CVarDef<string> InfoLinksAppeal =
|
|
CVarDef.Create("infolinks.appeal", "", CVar.SERVER | CVar.REPLICATED);
|
|
|
|
/*
|
|
* CONFIG
|
|
*/
|
|
|
|
// These are server-only for now since I don't foresee a client use yet,
|
|
// and I don't wanna have to start coming up with like .client suffixes and stuff like that.
|
|
|
|
/// <summary>
|
|
/// Configuration presets to load during startup.
|
|
/// Multiple presets can be separated by comma and are loaded in order.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Loaded presets must be located under the <c>ConfigPresets/</c> resource directory and end with the <c>.toml</c> extension.
|
|
/// Only the file name (without extension) must be given for this variable.
|
|
/// </remarks>
|
|
public static readonly CVarDef<string> ConfigPresets =
|
|
CVarDef.Create("config.presets", "", CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether to load the preset development CVars.
|
|
/// This disables some things like lobby to make development easier.
|
|
/// Even when true, these are only loaded if the game is compiled with <c>DEVELOPMENT</c> set.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ConfigPresetDevelopment =
|
|
CVarDef.Create("config.preset_development", true, CVar.SERVERONLY);
|
|
|
|
/// <summary>
|
|
/// Whether to load the preset debug CVars.
|
|
/// Even when true, these are only loaded if the game is compiled with <c>DEBUG</c> set.
|
|
/// </summary>
|
|
public static readonly CVarDef<bool> ConfigPresetDebug =
|
|
CVarDef.Create("config.preset_debug", true, CVar.SERVERONLY);
|
|
}
|
|
}
|