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

@ -898,6 +898,28 @@ bool SceneObject::_setSelectionEnabled( void *object, const char *index, const c
//--------------------------------------------------------------------------
U32 SceneObject::partialPackUpdate(NetConnection* conn, U32 mask, BitStream* stream)
{
U32 retMask = Parent::partialPackUpdate(conn, mask, stream);
if (stream->writeFlag(mask & FlagMask))
{
stream->writeRangedU32((U32)mObjectFlags, 0, getObjectFlagMax());
retMask &= ~FlagMask;
}
return retMask;
}
void SceneObject::partialUnpackUpdate(NetConnection* conn, BitStream* stream)
{
Parent::unpackUpdate(conn, stream);
// FlagMask
if (stream->readFlag())
mObjectFlags = stream->readRangedU32(0, getObjectFlagMax());
}
U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
{
U32 retMask = Parent::packUpdate( conn, mask, stream );

View file

@ -738,6 +738,8 @@ class SceneObject : public NetObject, public ProcessObject
void setProcessTick( bool t ) override;
// NetObject.
U32 partialPackUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
void partialUnpackUpdate(NetConnection* conn, BitStream* stream) override;
U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream ) override;
void unpackUpdate( NetConnection* conn, BitStream* stream ) override;
void onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query ) override;