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0f7603d3cb
drag_coefficient/angular_drag/the idle angular-drag multiplier were applied once per physics tick with no delta scaling, correct only because project.godot never pins physics/common/physics_ticks_per_second and Godot's default happens to be 60. _tick_scaled(k, state.step) makes the decay rate invariant to tick rate instead. Also promotes the previously hardcoded 0.9 idle angular-drag literal to an export, matching its sibling.