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docs: activity matchmaking across worlds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -103,6 +103,9 @@ locally. See [docs/UgcServer.md](docs/UgcServer.md).
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every bone and rigid system moved together. See [docs/BuildWorkflow.md](docs/BuildWorkflow.md).
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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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* **Activity matchmaking across worlds:** activity lobbies (survival, racing and the rest) are kept by the chat server,
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so players on different instances of a zone are matched into the same activity instance, as on live. See
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[docs/Matchmaking.md](docs/Matchmaking.md).
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* **Guilds:** create, invite, ranks, kick, disband and guild chat (`/g`), enabled with a login event
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(`event_N=guilds`). See [docs/Guilds.md](docs/Guilds.md).
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* **Enemies:** de-aggro trigger walls get their real size, and enemies' paths stop at navmesh carvers and enemy-only
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