IsCatchingUp
FrameStabilityContainer
No one should ever derive from this class. It is already too complex.
IGameplayClock
setClock
FrameStableClock
GameplayClock
The parent clock will not unpause until WaitingForFrames becomes false, so I've moved the set of that before we start to propagate its values across. Doesn't fix any visible issue but should make propagation one game loop faster.