Client and server work: controller bootstrapping, combat and movement systems, replication, SFX/VFX/Animation managers, and safe lifecycle.


Server-driven weighted weather cycle with lighting packs, global VFX control, and smooth transitions.

Implemented server wave loop, config-driven design, replicated state, skip flow, lifecycle, client UI, attribute-driven UX. RECV with 500 mobs → 10.

Simulator build, end-to-end client/server systems with Zap messaging across movement, AFK, shop, rebirth, packs. Brain-rot keywords: simulator, AFK grind, rebirths, boosts, spins, leaderboards.
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