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An antenna's chain is a simulation of the Xbox's own step, an update a tick, and the port was stepping it once a frame with the frame's own time. Its springs, its carry and the points' physics then acted against the frames' movement of it, so how far the chain moved per update depended on the frame rate, and a vehicle at speed swung it far wider than a tick's step does. - game.c steps the chain in the tick, beside the effects, which are already stepped there. - antenna.c records the shape each tick leaves, relative to the point the vehicle's marker carries the base by. A frame drawn between two ticks is the part of the way between those two shapes that it is, carried to where the marker is now, so the chain stays on the vehicle it hangs from instead of lagging a tick behind it. The gate that left a chain that had not been drawn for five updates unstepped counted frames; it counts ticks now, which is what it counted on the Xbox. - widgets.c no longer steps the chain from the widget update, which ran once a frame. - game_time.c draws the per-frame effects and widgets that hang off objects (game_frame) with the pose between the last two ticks, the pose the renderer draws with, so what they place on an object is drawn where they put it. - objects.c hands markers the matrices the renderer draws with, so an effect, a particle system or a contrail attached to a moving object follows it between the ticks too. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>