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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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@@ -100,8 +100,8 @@ void EntityManager::Initialize() {
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Game::zoneManager->GetZoneID().GetMapID()
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) == m_GhostingExcludedZones.end();
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// Scene ghosting needs the terrain's scene map; without one it stays off
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if (m_GhostingEnabled && GeneralUtils::TryParse<bool>(Game::config->GetValue("ghosting_scenes")).value_or(false)) {
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// Scene ghosting (on unless ghosting_scenes=0) needs the terrain's scene map; without one it stays off
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if (m_GhostingEnabled && GeneralUtils::TryParse<bool>(Game::config->GetValue("ghosting_scenes")).value_or(true)) {
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auto* zone = Game::zoneManager->GetZoneMut();
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m_SceneGhosting = zone && zone->LoadSceneMap();
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LOG("Scene ghosting is %s", m_SceneGhosting ? "on" : "off: the zone has no scene map");
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