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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@@ -42,13 +42,14 @@
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"$className": "Lighting",
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"$properties": {
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"Technology": "Future",
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"ClockTime": 0.0,
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"Brightness": 1.0,
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"Ambient": [0.05, 0.05, 0.1],
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"OutdoorAmbient": [0.1, 0.1, 0.18],
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"FogEnd": 900.0,
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"FogColor": [0.03, 0.03, 0.08],
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"EnvironmentDiffuseScale": 0.4,
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"ClockTime": 14.0,
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"Brightness": 2.0,
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"Ambient": [0.35, 0.35, 0.38],
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"OutdoorAmbient": [0.45, 0.46, 0.5],
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"FogEnd": 6000.0,
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"FogColor": [0.55, 0.6, 0.68],
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"EnvironmentDiffuseScale": 1.0,
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"EnvironmentSpecularScale": 1.0,
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"GlobalShadows": true
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}
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}
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