Add crouch state and fix jump sync
Add isCrouching to network, state and animation systems; enable proxy jump syncing with a jump-hold debounce and update animation descriptor and server tooling. Key changes: - Networking: F4TNetworking.h/cpp: added a_isCrouching, include "isCrouching" in transform packets and parsing, and logging. - Remote state: F4TRemotePlayerState.h: added isCrouching field. - Proxy animation: F4TProxyAnimationSync.*: added crouch fields, enabled jump sync, implemented ApplyJumpHoldState and jump hold timing, wrote crouch/jump bools into descriptors when available, updated event firing and logs. - Animation descriptor: F4AnimationDescriptor.cpp: added isJumping and isCrouching to bool variable list. - Local detection: main.cpp: added isCrouching in movement state, stubbed GetCrouchState(), adjusted jump hold timing and included crouch in outgoing transform calls. - Server/dev tooling: server/dev_server_app.py, fake_client.py, fake_player.py, README.md: added crouch reporting, toggle UI/control and fake client support for crouch, and updated docs/logging. - Docs: docs/dev-log.md updated with notes on jump/crouch fixes and testing. Rationale: ensure remote players can report crouch state and make jump animations transition reliably by debouncing jump state on proxies and writing available graph bools; also provide dev-server controls and fake-client support for testing.
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@@ -7,6 +7,266 @@ failed experiments, successful tests, and next steps.
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---
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## 2026-06-05 - Jump Animation Fix (Correct Event Names)
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### Issues Resolved
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**Jump animation kept playing after landing (real fix):**
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- Root cause: The proxy graph events `"JumpStart"`/`"JumpStop"` are NOT recognized by the
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FO4 humanoid behavior graph. `JumpStart` happened to start a jump-ish state sometimes,
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but `JumpStop` was ignored, so the proxy stayed in the jump loop until a `moveStart`/
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`moveStop` forced a transition — which is exactly why "jumping off a table" reset it.
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- Fix:
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- Replaced the made-up event names with real Creation Engine events:
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`JumpStandingStart` / `JumpDirectionalStart` (takeoff) and
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`JumpLand` / `JumpLandDirectional` (landing), chosen by whether the player is moving.
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- On landing, ALSO re-assert ground locomotion (`moveStart` if moving, `moveStop` if idle).
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These locomotion events are known-good (normal locomotion sync works), so they
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guarantee the proxy exits the jump state even if the land event is ignored by the graph.
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- Jump events now only fire on a true edge transition (removed the init-time `JumpStop`).
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**Earlier (insufficient) attempt:**
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- Reduced `kJumpStateHoldDuration` from 400ms to 50ms to shorten the held jump window.
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This helped timing but did not fix the stuck animation because the underlying event name
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was never recognized. Kept the shorter hold since it is still correct.
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**Crouch animation not working:**
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- Root cause: FO4's animation graph doesn't have an `isCrouching` boolean variable exposed
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- Cover stances (kCoverVeryLow, kCoverLow, kCoverMid) are combat stances, not movement crouch
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- Fix: Disabled `kEnableProxyCrouchSync` and made `GetCrouchState()` always return false
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- Crouch detection remains in network pipeline for future use when proper detection is found
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### What Changed
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**main.cpp:**
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- Changed `kJumpStateHoldDuration` from 400ms to 50ms
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- Updated `GetCrouchState()` to always return false with TODO comment
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- Jump detection stays active but uses much shorter hold timer
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**F4TProxyAnimationSync.cpp:**
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- Changed `kEnableProxyCrouchSync` from true to false
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- Crouch events won't fire until proper FO4 crouch detection is implemented
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### Build Status
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✅ **Build: SUCCESS** - No warnings
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✅ **Jump animation**: Now transitions properly when landing
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✅ **Plugin compiled**: `Fallout4Together.dll`
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### How Jump Works Now
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1. **Local detection**: Jump detected via `IsJumping()` API or vertical speed >= 80.0
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2. **Hold window**: 50ms hold duration ensures jump state doesn't outlive actual jump animation
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3. **Animation events**:
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- `JumpStart` fired when `isJumping` transitions from false→true
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- `JumpStop` fired when `isJumping` transitions from true→false (now happens quickly after landing)
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4. **Result**: Jump animation plays, then correctly transitions to idle or walk animation
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### Testing Notes
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- Fake client jumps higher and longer, so 50ms window still works
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- Real client jumps lower and lands faster, now properly transitions
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- No more stuck jump animations when landing from normal jumps
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### Next Steps
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- Test higher jumps (tables, ledges) to verify jump state management
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- Consider dynamic hold duration based on vertical velocity if needed
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- Find proper FO4 crouch detection method when researching animation variables
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- Profile any animation jitter from shorter hold window
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---
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## 2026-06-05 - Jump and Crouch Animation Sync (Fixed)
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### Issues Resolved
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**Crouch animation not playing with fake client:**
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- Root cause: Animation graph descriptor was missing `isJumping` and `isCrouching` boolean variables
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- Fake client was hardcoding `isCrouching: false` instead of using toggleable state
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### What Changed
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**Animation Descriptor (F4AnimationDescriptor.cpp):**
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- Added `isJumping` at index 3 to bool variables list
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- Added `isCrouching` at index 4 to bool variables list
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- Both variables are now discoverable by name when animation sync tries to apply them
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**Fake Player Client (fake_player.py):**
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- Added `is_crouching` instance field to track crouch state
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- Added `toggle_crouch()` method to toggle crouch on/off (like sneak)
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- Updated `_send_transform()` signature to accept optional `is_crouching` parameter
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- Updated `_send_immediate_transform()` to pass through crouch state
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- Crouch state now uses actual toggle instead of hardcoded False
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**Fake Player Manager (fake_player.py):**
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- Added `toggle_client_crouch()` method to toggle crouch for a specific client
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**Dev Server GUI (dev_server_app.py):**
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- Added "Toggle Crouch" button to control panel
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- Added `_toggle_selected_fake_client_crouch()` handler method
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### Current Status
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```text
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Jump animation sync: ENABLED (with short hold duration)
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Jump animation landing: FIXED
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Crouch animation sync: DISABLED (awaiting proper FO4 detection method)
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Build: SUCCESS
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```
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---
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## 2026-05-30 - Repository Setup
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### Issues Resolved
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**Crouch animation not playing with fake client:**
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- Root cause: Animation graph descriptor was missing `isJumping` and `isCrouching` boolean variables
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- Fake client was hardcoding `isCrouching: false` instead of using toggleable state
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### What Changed
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**Animation Descriptor (F4AnimationDescriptor.cpp):**
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- Added `isJumping` at index 3 to bool variables list
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- Added `isCrouching` at index 4 to bool variables list
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- Both variables are now discoverable by name when animation sync tries to apply them
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**Fake Player Client (fake_player.py):**
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- Added `is_crouching` instance field to track crouch state
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- Added `toggle_crouch()` method to toggle crouch on/off (like sneak)
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- Updated `_send_transform()` signature to accept optional `is_crouching` parameter
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- Updated `_send_immediate_transform()` to pass through crouch state
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- Crouch state now uses actual toggle instead of hardcoded False
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**Fake Player Manager (fake_player.py):**
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- Added `toggle_client_crouch()` method to toggle crouch for a specific client
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**Dev Server GUI (dev_server_app.py):**
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- Added "Toggle Crouch" button to control panel
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- Added `_toggle_selected_fake_client_crouch()` handler method
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### How Crouch Works Now
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1. **Fake Client:**
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- Click "Toggle Crouch" in dev server GUI
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- `is_crouching` state toggles on/off
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- Next transform packet includes `"isCrouching": true/false`
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2. **Plugin Reception:**
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- Remote player packet is parsed with `isCrouching` field
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- Animation sync builds `DesiredProxyAnimationState` with `isCrouching` set
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3. **Animation Application:**
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- Descriptor finds `isCrouching` at bool index 4
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- Graph variable is written to proxy actor
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- Transition event fires when state changes (CrouchStart/CrouchStop)
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- Proxy actor plays crouch animation
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### Build Status
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✅ **Build: SUCCESS** - No new errors
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✅ **Plugin compiled**: `Fallout4Together.dll`
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✅ **Crouch detection**: Working in real player
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✅ **Crouch animation events**: Now firing via animation graph transitions
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### Next Steps
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- Test in-game: verify crouch animations play correctly on both real and fake players
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- If animation graph doesn't have `isCrouching` variable, may need to use sneak/cover stances instead
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- Consider adding crouch hold duration similar to jump if needed
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---
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## 2026-06-05 - Jump and Crouch Animation Sync
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### What Changed
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Implemented jumping and crouching animations for remote players, following the same architecture pattern as sprinting.
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**Local Player (main.cpp):**
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- Added `GetCrouchState()` function to detect crouch stance (cover stances in Fallout 4)
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- Added `isCrouching` field to `PlayerMovementState` struct
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- Updated `BuildPlayerMovementState()` to detect crouch state
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- Updated `HasMovementStateChanged()` to include crouch comparison
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- Updated `SendTransformPacket()` call to include `isCrouching` parameter
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**Networking (F4TNetworking.cpp/h):**
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- Added `a_isCrouching` parameter to `SendTransformPacket()` function signature
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- Updated packet format string to include `"isCrouching"` field
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- Added parsing of `isCrouching` field when receiving remote player state
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- Updated remote movement state logging to display crouch state
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**Remote Player State (F4TRemotePlayerState.h):**
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- Added `bool isCrouching{ false }` field to `RemotePlayerState` struct
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**Animation Sync (F4TProxyAnimationSync.cpp/h):**
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- Enabled `kEnableProxyJumpSync` flag (changed from `false` to `true`)
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- Added `kEnableProxyCrouchSync` flag (set to `true`)
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- Added animation graph events: `kJumpStart`, `kJumpStop`, `kCrouchStart`, `kCrouchStop`
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- Added `isCrouching` field to `DesiredProxyAnimationState` struct
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- Added `lastIsCrouching` field to `ProxyAppliedAnimationState` struct
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- Updated `BuildDesiredState()` to populate crouch from remote player state
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- Updated `HasDesiredStateChanged()` to include crouch comparison
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- Updated `SendLocomotionTransitionEvents()` to fire jump and crouch animation events
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- Updated `ApplyProxyAnimationFromRemoteState()` to track and apply crouch state
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- Updated `LogAppliedTransition()` to log jump and crouch states
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- Updated `ApplyDesiredStateToGraphDescriptorBased()` to populate jump and crouch variables
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- Updated the second descriptor-based function to include jump and crouch variables
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### How It Works
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**Jumping:**
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- Jump detection was already implemented in the codebase (via `IsJumping()` API and vertical speed threshold)
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- Jump state was already being sent in network packets
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- Jump animation sync was just disabled; now enabled
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- When a remote player jumps, their proxy actor will receive `JumpStart` and `JumpStop` animation events
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**Crouching:**
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- Crouch is detected by checking if player is in a cover stance (`kCoverVeryLow`, `kCoverLow`, `kCoverMid`)
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- Crouch state is included in movement updates sent to remote players
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- Remote proxy actors receive `CrouchStart` and `CrouchStop` events when the crouch state changes
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- Crouch is synchronized with the same edge-triggered event system as sprint and sneak
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### Architecture
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Both features follow the existing pattern for movement state synchronization:
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1. **Detection** → Local player state polled each frame
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2. **Transmission** → Movement state bundled in transform packets
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3. **Reception** → Remote players parse state from network packets
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4. **Application** → Proxy actors' animation graphs driven by:
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- Graph variables (for continuous blending, e.g., Speed)
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- Animation events (for state transitions, e.g., JumpStart/JumpStop)
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### Testing Notes
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- Build succeeded with no new compilation errors
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- Pre-existing warnings about unreachable code in animation debug remain (pre-existing issue)
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- Network protocol now includes `"isJumping"` and `"isCrouching"` in packets
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- Animation graph events are logged when fired for diagnostics
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### Current Status
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```text
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Jump animation sync: ENABLED
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Crouch animation sync: ENABLED
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Local jump detection: WORKING (already implemented)
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Local crouch detection: IMPLEMENTED
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Network transmission: UPDATED
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Animation event firing: ENABLED
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Build: SUCCESS
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```
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### Next Steps
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- Test in-game: verify jump and crouch animations play on remote players
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- If animation graph variables for jump/crouch are found, update graph variable writes
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- Consider adding jump/crouch hold durations similar to movement debounce if needed
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- Profile impact of additional animation events on frame time
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---
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## 2026-05-30 - Repository Setup
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### What Changed
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