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

@@ -161,7 +161,7 @@ namespace {
c.Add(Format(Text(SHARED, "dump_folder", "Crash dump folder", "Where crash logs go. Empty turns them off.", "", true), eFormat::PATH));
c.Add(Bool(WORLD, "generate_dump", "Crash dumps from world servers", "Write a dump when a world server crashes (needs the crash dump folder).", false, true));
c.Add(Bool(WORLD, "save_lxfmls", "Save model files", "Save players' models (LXFML) to disk before they are split, for debugging.", false));
c.Add(Bool(WORLD, "ghosting_scenes", "Scene ghosting", "Players get the objects of the scenes their game keeps loaded (the scene under them, the scenes connected to it and the global scene), as the client streams scenes, instead of the ones within 100 to 150 units. Needs the zone's terrain scene map; zones without one keep distance ghosting.", false, true));
c.Add(Bool(WORLD, "ghosting_scenes", "Scene ghosting", "Players get the objects of the scenes their game keeps loaded (the scene under them, the scenes connected to it and the global scene), as the client streams scenes, instead of the ones within 100 to 150 units. Needs the zone's terrain scene map; zones without one keep distance ghosting.", true, true));
c.Add(Bool(WORLD, "save_property_location", "Log back in on properties", "Logging out on a property and back in returns to that property. Off (as live): to the last world before it.", false));
c.Add(Bool(WORLD, "bbb_consume_bricks", "Brick building uses bricks", "Saving a brick by brick model uses up the bricks in it, as live did. Off: the bricks go back to the backpack.", false));
c.Add(Bool(SHARED, "dont_generate_dcf", "Don't build the chat filter file", "Skip compiling the chat word list to a file.", false, true));