feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates. Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean. Co-authored-by: OpenAI Codex <codex@openai.com>
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@ -16,12 +16,9 @@ namespace AcDream.Core.Tests.Physics.Motion;
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/// Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,-1)→180, W(-1,0)→270.
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///
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/// <para>
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/// <b>The packer-reuse trap (V0-pins §P5 correction):</b> acdream's
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/// outbound packer (<c>GameWindow.YawToAcQuaternion</c>) is wire-correct at
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/// the QUATERNION level but its internal scalar intermediate
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/// (<c>headingDeg = 180 - yawDeg</c>) is holtburger's shifted convention,
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/// NOT retail's wire convention. <see cref="MoveToMath.GetHeading"/> must
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/// use the CORRECT scalar bridge from acdream yaw (yaw=0 faces +X, per
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/// <b>The scalar-convention trap (V0-pins §P5 correction):</b>
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/// <see cref="MoveToMath.GetHeading"/> must use the correct scalar bridge
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/// from acdream yaw (yaw=0 faces +X, per
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/// <c>PlayerMovementController.cs:1022-1025</c>): <c>heading = (90 -
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/// yawDeg) mod 360</c> — NOT <c>180 - yawDeg</c>.
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/// </para>
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