Turn off desync debug by default, as this explodes network input sizes
This commit is contained in:
@@ -25,7 +25,7 @@ namespace Multiplayer
|
||||
AZ_CVAR(AZ::TimeMs, cl_MaxRewindHistoryMs, AZ::TimeMs{ 2000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of milliseconds to keep for server correction rewind and replay");
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
AZ_CVAR(float, cl_DebugHackTimeMultiplier, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "Scalar value used to simulate clock hacking cheats for validating bank time system and anticheat");
|
||||
AZ_CVAR(bool, cl_EnableDesyncDebugging, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
|
||||
AZ_CVAR(bool, cl_EnableDesyncDebugging, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
|
||||
#endif
|
||||
|
||||
AZ_CVAR(bool, sv_EnableCorrections, true, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables server corrections on autonomous proxy desyncs");
|
||||
|
||||
Reference in New Issue
Block a user