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feat: scene ghosting, as the client streams a zone's scenes
The client keeps the scene under the player loaded, the scenes the zone file's transitions connect to it, and the global scene (Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos 0x01069010, the connected scenes at 0x01066500; transitions naming a missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does). - ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph, shared by the world server and the dashboard. - Objects remember the scene they were placed in (spawners pass theirs on). - ghosting_scenes=1 (world config, off by default): players get the objects of their loaded scenes instead of the ones within the ghosting distances; objects from no scene go by the scene under them. Zones without a scene map keep distance ghosting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -138,6 +138,7 @@ Entity::Entity(const LWOOBJID& objectID, const EntityInfo& info, User* parentUse
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m_DefaultPosition = info.pos;
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m_DefaultRotation = info.rot;
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m_Scale = info.scale;
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m_Scene = info.scene;
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m_Spawner = info.spawner;
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m_SpawnerID = info.spawnerID;
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m_HasSpawnerNodeID = info.hasSpawnerNodeID;
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