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Update step jumps massively 1 frame after Fusion is loaded #357

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@funwolf7

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@funwolf7

The update step is always 0 when Fusion is loaded, and then will become os.clock (in the case of RobloxExternal being used) upon next step, causing a massive jump. This in turn affects TweenScheduler/SpringScheduler in the main branch and ExternalTime in the push-pull-execution branch.

This causes any Tween or Spring made in the same frame that Fusion is loaded to jump to completion the next frame.

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