bug fix
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@@ -30,6 +30,13 @@ func _process(_delta: float) -> void:
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func _set_contained_ids(value: Array[String]) -> void:
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# Only rebuild when the contents actually changed. This property is
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# replicated in ALWAYS mode, so the synchronizer assigns it every network
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# tick on every peer that doesn't own the plate — and refresh_visuals()
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# frees and re-instantiates a scene per item each time. That was thousands
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# of throwaway nodes per run (and a log line from each one's NetPickable).
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if contained_ids == value:
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return
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contained_ids = value
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# Deferred: this can be written by the replicated spawn payload before
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# this node's own @onready vars (container) have resolved.
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