Bad news: I have to postpone test 5 to the following Monday. This test is meant to try out dynamic server meshing in production (back in August–September, it was only a POC). I've identified a major issue with player coordinates that breaks the zone calculations used to split dynamic server meshing.
There seems to be a mismatch between the coordinates in the horizon server and the player's coordinates in the client (Godot), which throws the (clever :D) calculations into chaos.
It should be fixed by the following Monday; the rest of the code is fine (a bit of code will still be missing in Godot, but that will be done during the week).
Sorry for the delay, we'd rather not waste your time on a test that wouldn't be of any use.
This is an important part, and we're taking the greatest care with it so that it works well in the future ^_^