DrawAhead leaves a ship in a wormhole animation where the step put it. The clock is
one static instance; a zone entered inside a step ends that frame's stepping and the
clock resets between frames (SimClock.Reset throws inside Advance). DrawAhead.Time had
no consumer.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
DrawAhead.Rotation delegates to Turned(pose, angle) so the turn is testable on a tilted pose, where the flat Duel poses make the quaternion product's off-axis terms vanish. Unverified at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first verification showed the rotation sense wrong and no shot resolving in 30 s of Duel; both tests now pin what they claim. Unverified at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>