Record that simulation owns the grabbed loot object and its pose
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -946,6 +946,17 @@ mean we want to delete all the weapon types we created".
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absorbed. `DamageType` (`Enums.cs:110`) is not a flags enum; the capability cut decides the
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mask's representation. Today `Shield.CanTakeHit` ignores the type entirely. The presentation
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seam's `AbsorbEvent` already carries the hit's `DamageType`.
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- **Simulation owns the grabbed object and its pose** (operator, 2026-09-17: "why would the grab
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object not exist in the engine-free sim? It was floating free before, and the grab transition
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moves it into the ship's local space").
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- A loot object is simulation state in zone space.
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- The grab phases move its pose from zone space into ship-local space. On completion the item
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enters cargo; on cancellation it floats free again with its current velocity.
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- `GrabEvent` names the loot object by a typed simulation identity, and presenters read the
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simulated pose.
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- Deletion line, in the pickup capability cut: the presentation seam's int target handle,
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`IGrabPresenter`'s Transform and velocity parameters, the binder's grab resolver delegates,
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and `FieldDriver` moving the grabbed transform itself.
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- (a) `Zone.TryPickUp` is the one commit.
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- Contact detection stays Unity collision, per the scope doc's deferral.
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- The playground's `pickup all` matches drops by spawn position within
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