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