Sim speed: one SimClock steps the zone; presenters draw ahead by Lead
SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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11 changed files with 393 additions and 40 deletions
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@ -138,6 +138,6 @@ public class ShipInstance : EntityInstance
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emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * thrusterInstance.Thruster.Condition;
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}
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transform.rotation = Ship.Rotation.ToUnity();
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transform.rotation = DrawAhead.Rotation(Ship, ActionGameManager.Clock.Lead).ToUnity();
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}
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}
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