Test PR of lazy load of ghosts and scene streaming

For now scene streaming only affects how subscenes are loaded. If you try it on everything in a scene expect issues as the namespaces are not linked up at that point.

This is a TEST! Do not merge! If you do you will open up a gate to an alternate reality where all that you believe will cease to exist in an endless void of darkness.
This commit is contained in:
marauder2k7 2026-02-20 14:36:14 +00:00
parent 23e30e801f
commit eecc2bdaee
17 changed files with 298 additions and 37 deletions

View file

@ -43,6 +43,7 @@
#include "console/script.h"
#include "sim/netObject.h"
#include "scene/sceneObject.h"
ImplementBitfieldType(GameTypeMasksType,
"The type of animation effect to apply to this material.\n"
@ -109,6 +110,7 @@ namespace Sim
// Defined in simManager.cpp
extern SimGroup *gRootGroup;
extern SimManagerNameDictionary *gNameDictionary;
extern SceneStreaming* sgStreamingInstance;
extern SimIdDictionary *gIdDictionary;
extern U32 gNextObjectId;
}
@ -725,6 +727,12 @@ bool SimObject::registerObject()
Sim::gNameDictionary->insert(this);
if (Sim::sgStreamingInstance->smStreaming && dynamic_cast<SceneObject*>(this))
{
Sim::sgStreamingInstance->smPendingRegister.push_back(this);
return true; // pretend success
}
// Notify object
bool ret = onAdd();