The Core now spins the right way. Checked once more before upload — and two bugs turned up.
- Direction. The sphere was spinning against its own spiral arms. Those run clockwise, and the old flat Core deliberately matched them. Now it’s correct, verified by actually measuring it: a small check projects a point on the sphere’s surface through two frames using the real camera and reports which way it’s turning, reading the exact same setting the render uses — so the check measures exactly what gets rendered. Along the way, an earlier frame-to-frame comparison had a bug of its own: the crack pattern repeats, so depending on the search window it could find a shift in either direction.
- Timing. The rotation ran on the scene’s frame clock. So during slow motion, the Core kept spinning at full speed while it and its spiral arms slowed down. And because it isn’t drawn during pause, the skill tree or boon selection, it snapped back to frame 0 afterward — mid-fight, after every single boon. Now it runs on the Core’s own clock instead: it holds still during boon selection and picks up exactly where it left off afterward, runs at 45 % speed in slow motion, and stops when the Core itself is frozen.