Send the accumulated paint maps as a one-time compressed baseline to
clients that join after painting has happened, instead of streaming raw
pixels.
- MeshPainter.Net.cs: TryCaptureSnapshot reads the canonical maps via
ReadCanonical and Deflate-compresses them; ApplyPaintSnapshot inflates
and re-seeds the backend through the same island/dilation path as
SwitchBackend; IsPaintReady gate.
- PlayerPaintSync.cs: tag late-join transfer and live stamps with
sequence numbers. Joiner requests the snapshot on spawn; server chunks
and throttles it (1200 B/chunk, 8 chunks/frame) to stay under the
6144-byte payload cap and the reliable window. Joiner buffers live
stamps during transfer and replays only those with seq > capturedSeq,
so no stroke is lost or applied twice across the join window. Disable
persistence on network-driven remotes to avoid shared-save-key clobber.
Also resets the dynamic TMP font atlas glyph table (editor artifact,
unrelated to networking).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>