If a state from the server is received in the future (which can happen
if the server is forced to a rewind), make sure to still replay the state.
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@ -295,7 +295,8 @@ void RewindQueue::mergeNetworkData(float world_time, float dt,
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// Check if a rewind is necessary
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if (tsi->getTime() < world_time)
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if (tsi->getTime() < world_time ||
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(*i)->isState() && tsi == m_time_step_info.back())
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{
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*needs_rewind = true;
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if (tsi->getTime() < *rewind_time) *rewind_time = tsi->getTime();
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