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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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@@ -108,3 +108,8 @@ save_lxfmls=0
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# 1: saving a brick by brick model uses up the bricks in it, as live did. 0: they go back to the backpack.
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bbb_consume_bricks=0
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# 1: players get the objects of the scenes their game keeps loaded (the scene under them, the scenes connected to it
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# by the zone's scene transitions, and the global scene) instead of the objects within the ghosting distances.
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# Needs the zone's terrain scene map; zones without one keep distance ghosting.
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ghosting_scenes=0
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