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

@ -215,7 +215,7 @@ U32 NetConnection::getSequence()
static U32 gPacketRateToServer = 32;
static U32 gPacketUpdateDelayToServer = 32;
static U32 gPacketRateToClient = 10;
static U32 gPacketSize = 508;
static U32 gPacketSize = 1500;
void NetConnection::consoleInit()
{
@ -319,7 +319,7 @@ void NetConnection::checkMaxRate()
// These changes introduced in T3D 1.1 Preview reduce the packet headroom which leads
// to some spells and effects running out of room when dynamic variables are used
// to send launch-time parameters to clients.
packetSize = 512;
packetSize = 1500;
}
gPacketUpdateDelayToServer = 1024 / packetRateToServer;
@ -440,6 +440,9 @@ NetConnection::NetConnection()
// Ensure NetAddress is cleared
dMemset(&mNetAddress, '\0', sizeof(NetAddress));
mGhostByteBudget = 800; // test payload.
mGhostByteRemainder = mGhostByteBudget;
}
NetConnection::~NetConnection()