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>
11 lines
243 B
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11 lines
243 B
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