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Breakable and movable map objects (fences, lamps, petrol pumps...) are broken or moved by the player whose game did it, the others get the final state; the server keeps the states and streams them to the players around (a late join or a player coming closer gets them quietly, without the explosion).
For that the server now keeps every player's last position (from its on-foot, driver and passenger updates).
Video (Recorded with two local clients on one machine: left is the host, right is the second player.): U19-world-object-sync.mp4
The host breaks a petrol pump at the Idlewood gas station: the fire and the chain of explosions are the same for player 2.