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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.
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17 changed files with 298 additions and 37 deletions
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@ -304,6 +304,12 @@ public:
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/// @param orMask Bit(s) to set
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virtual void setMaskBits(U32 orMask);
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/// <summary>
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/// Used for ghosting to figure out what we can send.
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/// </summary>
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/// <returns>The network size of the data being sent for a full update.</returns>
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virtual U32 getNetSize() const { return 900; }
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/// Clear the specified bits from the dirty mask.
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///
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/// @param orMask Bits to clear
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@ -337,6 +343,22 @@ public:
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/// @returns A floating point value indicating priority. These are typically < 5.0.
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virtual F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
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/// Instructs this object to pack its state for transfer over the network.
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///
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/// @param conn Net connection being used
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/// @param mask Mask indicating fields to transmit.
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/// @param stream Bitstream to pack data to
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///
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/// @returns Any bits which were not dealt with. The value is stored by the networking
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/// system. Don't set bits you weren't passed.
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virtual U32 partialPackUpdate(NetConnection* conn, U32 mask, BitStream* stream);
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/// Instructs this object to read state data previously packed with packUpdate.
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///
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/// @param conn Net connection being used
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/// @param stream stream to read from
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virtual void partialUnpackUpdate(NetConnection* conn, BitStream* stream);
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/// Instructs this object to pack its state for transfer over the network.
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///
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/// @param conn Net connection being used
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