Merge remote-tracking branch 'upstream/stable' into ed-29-10-2024-upstream
# Conflicts: # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Temperature/Systems/TemperatureSystem.cs # Content.Shared/Localizations/ContentLocalizationManager.cs
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@@ -45,6 +45,21 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<string> DefaultGuide =
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CVarDef.Create("server.default_guide", "NewPlayer", CVar.REPLICATED | CVar.SERVER);
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/// <summary>
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/// If greater than 0, automatically restart the server after this many minutes of uptime.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This is intended to work around various bugs and performance issues caused by long continuous server uptime.
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/// </para>
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/// <para>
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/// This uses the same non-disruptive logic as update restarts,
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/// i.e. the game will only restart at round end or when there is nobody connected.
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/// </para>
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/// </remarks>
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public static readonly CVarDef<int> ServerUptimeRestartMinutes =
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CVarDef.Create("server.uptime_restart_minutes", 0, CVar.SERVERONLY);
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/*
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* Ambience
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*/
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@@ -449,6 +464,12 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<float> GameEntityMenuLookup =
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CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Should the clients window show the server hostname in the title?
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/// </summary>
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public static readonly CVarDef<bool> GameHostnameInTitlebar =
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CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
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/*
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* Discord
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*/
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