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Fixed the timer gaining a random physics frame (≈16.7 ms) at level completion, times are now exact and repeatable.
Details:
Stopped writing a "level restarted" message to the BepInEx log on every one-key retry; successful retries are now silent in the log, and only refused (blocked) retries report their reason.
Stopped writing a "level loaded with N marker(s)" message to the BepInEx log on every level load; marker level-start info now appears only when markers debug logging is enabled.
Fixed a random one-physics-frame (±1 tick) offset at level load and level completion: the game clock is now a pure integer physics-tick clock and the start/end boundaries are recorded from the game's authoritative load and pass code paths, so the same inputs always produce the same segment and total times. Pause time, retry, reset, subsegment/marker timestamps, and PB comparisons keep their previous behavior.
Added the hsr clock console command (status / history [n] / clear) so the integer tick clock and the exact segment start/end ticks can be inspected in-game; hsr clock history is the quickest way to verify that repeated runs no longer jitter.