feat(ghosting): scene ghosting on by default

ghosting_scenes defaults to 1 in the worldconfig.ini template, the settings
catalog and when the key is missing. Zones without a terrain scene map keep
distance ghosting; ghosting_scenes=0 turns it off everywhere.

Check in game: with a fresh worldconfig.ini the world server log says
"Scene ghosting is on" in Avant Gardens; objects appear by scene (the whole
scene you are in and its neighbours) instead of within 100-150 units. In a
zone without a scene map (e.g. a property) the log says it is off and
ghosting is by distance.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 02:03:10 -05:00
parent 8d6fe4b116
commit 5b1be32e06
4 changed files with 9 additions and 9 deletions

View File

@@ -74,8 +74,8 @@ icons without building them locally. See [docs/UgcServer.md](docs/UgcServer.md).
property.
* **Brick-by-Brick:** server-side autosave storage, model metadata answers, and saved builds split into models with
every bone and rigid system moved together. See [docs/BuildWorkflow.md](docs/BuildWorkflow.md).
* **Scene ghosting** (optional): players get the objects of the scenes the client has loaded, as the client streams
them.
* **Scene ghosting** (on by default, `ghosting_scenes`): players get the objects of the scenes the client streams;
zones without a terrain scene map keep distance ghosting.
* Server-side knockback for AI-moved objects, switchable trigger volumes, missing force field, jetpack NPC and
Skullkin volume scripts, deletion restrictions enforced, cross-world new-mail notices, pet LOTs stored with names,
stale character saves refused.