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The previous fix pinned the ride offset completely fixed to stop riding from being a no-op identity, which correctly carries the player along but also means WASD input while riding did nothing - "once I was attached I couldn't move at all." Compare this frame's actual render position (after the movement system processes WASD, which runs earlier in the frame) against where the ride-lock code placed the player last frame (lastM2RideLockedCanonical_). That difference is exactly how far the player tried to walk this frame, independent of how far the transport itself moved underneath them; add it onto the persisted offset. Standing still holds a fixed deck position (delta is zero), active input still moves the player around on the deck, and the delta baseline resets cleanly (hasM2RideLock_) whenever a fresh boarding sets a new starting offset.