the client matches the objects in a snapshot against the ones it already has by global id, and anything it cannot find it builds from scratch. our next id was the highest one in play plus one, recomputed at every spawn - so as soon as a unit died its id came free and the next spawn took it. at five snapshots a second the client was destroying and rebuilding models faster than they could appear, which is why units fought and shot while invisible. the counter is per battle now and only ever goes up, starting past the towers. |
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| src | ||
| Cargo.toml | ||