Fix hashing in bullet-prespawn example #821
Merged
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The bullet-prespawn example spawns 2 PreSpawned objects in the same tick.
These 2 bullets have the same exact hash since they have the same component list + spawn tick.
I think I added this to show that lightyear doesn't panic even with multiple prespawned entities with the same hash exist.
However this was causing a lot of rollbacks since the left bullet on the server might match with the right bullet on the client!
In general we might never want to have this behavior. Maybe it's better to panic if this happens, to let users make sure that the hashes don't collide? For now I'll still support it but issue a warning if this happens.
Fixes #178