Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state. |
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| .. | ||
| LocalPlayerImmediatePositionTests.cs | ||
| LocalPlayerOutboundCombatStyleTests.cs | ||
| LocalPlayerProjectionControllerTests.cs | ||
| OutboundInteractionQueueTests.cs | ||
| PlayerMouseLookMovementTests.cs | ||
| RetailLocalPlayerFrameControllerTests.cs | ||