room.occlusion_door_immediate
variableserver
Kill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush.
Quick info
- Type
- bool
- Default
- True
- Runs on
- server
- Class
- ConVar.RoomOcclusion
Example
room.occlusion_door_immediate TrueIn other branches
- aux02
- unchanged
- staging
- default = False