Add Pip-Boy state to transform sync
Adds optional `isPipboyOpen` to transform packets, remote player state, proxy animation logging, and fake client/player samples. Updates protocol and architecture docs to describe the new Pip-Boy open/raising/closing state and related movement-state handling.
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@@ -67,6 +67,7 @@ isSneaking
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isJumping
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isCrouching
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weaponDrawn
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isPipboyOpen
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movementSpeed
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animationGraphSpeed
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equippedItems
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@@ -78,8 +79,8 @@ Required transform packet fields are `type`, `playerId`, `x`, `y`, `z`,
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`angleZ`, and `cellId`. `worldspaceId`, `movementType`, `clientTime`, and
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`serverTime` are optional; interior test cells may omit `worldspaceId`.
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Movement state fields are also optional and default to not moving, not
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sprinting, not sneaking, not jumping, weapon holstered, and speed `0.0` when
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missing.
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sprinting, not sneaking, not jumping, weapon holstered, Pip-Boy closed, and
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speed `0.0` when missing.
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`equippedItems` is also optional. New clients send it as a complete snapshot of
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tracked visible apparel slots with `{ slot, formId }` entries; empty `formId`
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@@ -125,7 +126,7 @@ player exists.
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local test cell, then snaps back to a valid same-cell remote player before
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resuming smoothing.
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- Transform packets include movement state data (`isMoving`, `movementSpeed`,
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`isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`).
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`isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`, `isPipboyOpen`).
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- Transform packets can include optional `equippedItems` snapshots for visible
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clothing, armor, hats, and eyewear slots. The game-thread proxy controller
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applies those snapshots after proxy 3D is loaded.
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