fix(physics): restore fixed-point rail movement
Replace the guessed variable-rate floating integration with the original 10 ms millipixel step, 15-unit gravity, and 3800-unit speed limit. Restore every registered type-2 Real48 response pair, one-sided start-to-end orientation, and the original normal/tangent velocity transform validated against live shooter wall traces. Restore repeat-driven plunger charging and its release-time randomized clamp. The shooter route now follows table orientation instead of coordinate-specific gate exceptions. Remove the synthetic ball-search impulse so future stuck balls remain visible reconstruction failures, and include collision ids in deterministic traces for differential work on circles and triggers. Test Plan: - `cargo test --all-targets` -- 42 passed - `cargo clippy --all-targets -- -D warnings` -- passed - `cargo build --profile production` -- passed - charged launcher scenario cleared the shooter lane -- passed - all recovered rails accepted front-side and rejected back-side probes - `git diff --cached --check` -- passed
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@@ -209,9 +209,8 @@ impl App {
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}
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fn play_event(&self, event: Event) {
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if let Some(id) = event.sound_resource() {
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self.assets.play(id, self.saved.settings.sounds);
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}
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self.assets
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.play(event.sound_resource(), self.saved.settings.sounds);
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}
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fn finish_game(&mut self) {
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