This adds limiting the ghost data to a specific area around the client.

By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding

visibleGhostDistance = "1000";

Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION

The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance

The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
Yes it gets ride of the jitters on the edge of the camera view when objects are on the edges

 

From: Daniel Buckmaster [mailto:notifications@github.com] 
Sent: Sunday, December 07, 2014 2:27 AM
To: GarageGames/Torque3D
Cc: Vincent Gee
Subject: Re: [Torque3D] This adds limiting the ghost data to a specific area around the client. (#908)

 

In Engine/source/T3D/gameBase/gameBase.cpp:

> @@ -388,7 +388,14 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
>     // Weight by field of view, objects directly in front
>     // will be weighted 1, objects behind will be 0
>     F32 dot = mDot(pos,camInfo->orientation);
> +
> +#ifdef GHOSTSCOPING
> +   bool inFov = dot > camInfo->cosFov*1.5f;

Reason behind change?

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