4 | | Just FYI, those entities are "local" and not part of the simulation hash / OOS check. Building previews, corpses, rally point entities, etc. that are local to each player are local. They are included in the OOS dump in case they influence the synchronized state, which shouldn't happen. Typically you can ignore differences in local entities. |
| 4 | Just FYI, those entities are "local" and not part of the simulation hash / OOS check. Building previews, corpses, rally point entities, etc. that are local to each player are local entities. They are included in the OOS dump in case they influence the synchronized state, which shouldn't happen. Typically you can ignore differences in local entities. |