A "Scenes" choice in the world and property 3D views: every scene (as
before), the scenes the game keeps loaded around the camera or the followed
player (the scene under it from the terrain's scene map, the scenes its
transitions connect to, and the global scene, following as it moves), or
scenes picked from a list (world view). The lighting blends to the lighting
of the scene under the focus, as the client blends between scenes.
The scenery manifest now carries each object's scene, the zone's scenes with
their neighbours and lighting, and the scene map as runs (37 KB for Avant
Gardens); scenery-core.js finds the scene at a point exactly as ZoneScenes
does (checked against it on 2000 points of Avant Gardens).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>