OK, the shoot yourself bug, simply didn't account for the user to decide to shoot themselves :)
Invisible mechs, caused by not building destruction methods the correct way or at all, so as more stuff was created, I think threejs auto destroyed some objects, perhaps the first models created, just needed to build proper disposal.
Ahh slanty explosion Sprites, I didn't want to use shader particles for explosions, so their base object had a method that made them lookAt(camera,position), I thought this was doing it every time the camera moved but perhaps not, or perhaps because I was stacking 3D models and assets together but the further the camera moved from the 0,0,0 world position, the sprite particles I made became more skewed.
I experimented with building destruction but at one point the mechs movements or my mapping of the walkable tiles was wrong and i could decide to blow up some of the flat road tiles which felt a little inception-y
Never worked out what this tiny thing was lol
Was really hard to see these too but tiny pixel artefacts started appearing at one point, I fixed it but they just appeared round the movable characters, perhaps to do with invisible hitboxes :/















