Right now, if let's say, you write a script for a map so it starts on map load, or you make a map with lots of doors/interactables, they are only client-side.
So, if someone joins the match, while x is already triggered, then when they spawn, it will be desynchronized with all other players, which in turn could give weird results, like people "noclipping" through doors, puzzles needing to be re-done for the one which joined, and scripts being re-activated, like for example, a day and night cycle where everyone has a different time of day.
I don't know how hard it would be to do this, but it could be considered to be changed in the future.
Right now, if let's say, you write a script for a map so it starts on map load, or you make a map with lots of doors/interactables, they are only client-side.
So, if someone joins the match, while x is already triggered, then when they spawn, it will be desynchronized with all other players, which in turn could give weird results, like people "noclipping" through doors, puzzles needing to be re-done for the one which joined, and scripts being re-activated, like for example, a day and night cycle where everyone has a different time of day.
I don't know how hard it would be to do this, but it could be considered to be changed in the future.
Could be made for both stable and master, maybe.