fix: car now drives - collision groups, rigid hubs, pad spawn, anticheat grace
Four independent bugs kept the car immobile at the world origin: 1. Wheels collided with their own chassis. Wheel inner edge sits at 2.80 vs body edge 3.00, and wheel top -0.20 vs body bottom -0.70. The overlap is intentional styling, but in one collision group the wheels ground against the body: motors spun ~1 rad/s against 20,000 torque. Wheels now use a CarWheel group that ignores CarChassis. 2. Suspension exploded on spawn. PrismaticConstraint+SpringConstraint between a 0.6-stud hub and the ballasted body was unstable enough to fling knuckles ~10,000,000 studs out, past FallenPartsDestroyHeight, deleting the wheels. Replaced with a rigid welded hub mount. 3. Car spawned at world origin, not the pad. MapBuilder made a SpawnPad part but no SpawnLocation, so characters spawned at (0,0,0) and Sit() dragged the car to them. Added a real SpawnLocation and the model is now pivoted after parenting, with the character teleported first. 4. AntiCheat snapped that legitimate spawn teleport back. An ~8,500-stud server move reads as a teleport hack. Added AntiCheat.grant() so server-initiated moves are exempt for a short grace window. Verified in Studio: 881 studs in 6s, 496 studs/s top speed, 152 deg steering, braking 33 -> 0 studs/s, chassis stays upright.
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@@ -0,0 +1,29 @@
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{
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"note": "C1 world<->real Tokyo georeference. X IS NEGATED vs source data.",
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"world_to_real": {
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"lon": "139.75654 + 2.528e-06*(-X)",
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"lat": "35.67327 + 2.117e-06*Z"
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},
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"real_to_world": {
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"X": "-(lon-139.75654)/2.528e-06",
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"Z": "(lat-35.67327)/2.117e-06"
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},
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"orientation": {
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"+Z": "NORTH",
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"-Z": "SOUTH",
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"-X": "EAST",
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"+X": "WEST"
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},
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"scale_studs_per_meter": 4.3,
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"median_error_m": 366,
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"loop_center_world": [
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180,
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-180
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],
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"verified": [
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"Nihonbashi east of Palace",
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"Tokyo Tower SW outside loop",
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"Ginza/Tsukiji east",
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"Nagatacho/Kasumigaseki west"
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]
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}
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