packedVector2s cap out at 65535 and larger worlds can easily pass this on the x coordinate.
went and replace all packedVector2s packets with normal Vector2s.
In theory we could go through and keep the ones that are relative vectors instead of world coordinates to save a few bytes, but I hate testing in huge worlds due to load time. So I think its more straight forward to just never use packedVector2s so we don't deal with this issue ever again even if it does cost some extra packet bytes.
packedVector2s cap out at 65535 and larger worlds can easily pass this on the x coordinate. went and replace all packedVector2s packets with normal Vector2s.
In theory we could go through and keep the ones that are relative vectors instead of world coordinates to save a few bytes, but I hate testing in huge worlds due to load time. So I think its more straight forward to just never use packedVector2s so we don't deal with this issue ever again even if it does cost some extra packet bytes.