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

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