There were 2 issues at work here, both when progress
would overshoot Distance (which is the usual case,
rather than the exception):
- the overshot progress was passed on by MoveFirstHalf, however
OnComplete would make the next MovePart start ticking the
same tick on which the old MovePart reached Distance,
but move by carryoverProgress +(!!!) terrain speed instead of moving
by just the left-over carryoverProgress.
- MoveSecondHalf would not pass any overshot progress to the
next MoveFirstHalf queued by parent Move, leading to
the next MoveFirstHalf performing a full-speed move the same tick
MoveSecondHalf finished its last move.