fix: bullet explosion desync [MTT-5080] #89
Merged
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Description
Because of NetworkTransform's interpolation, the bullets' explosion vfx were happening too early on clients. This PR fixes this by removing the NetworkTransform entirely. Bullets are now spawned and initialized on the server and clients handle their movement locally. Collision detection still happens only on the server. The result is that bullets' positions are no longer synchronized and interpolated. It is thus possible that a small desync happens during a bullet's lifetime, but since it is quite short it wouldn't cause issues. Plus, it would only be a visual artifact since all gameplay logic is still server-driven.
Issue Number(s)
MTT-5080
Contribution checklist