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

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