Add project comparison docs
Add a public comparison of Commonwealth Online and DoxyCoSync, and update the README and changelog to reflect Commonwealth Online’s current multiplayer foundation and dedicated relay-server focus.
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@@ -10,6 +10,8 @@ For testing notes, milestone summaries, known issues, and next steps, see [`docs
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## [Unreleased]
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### Added
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- `docs/project-comparison.md` comparing Commonwealth Online with DoxyCoSync (architecture, scale, sync scope, collaboration).
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- Updated root `README.md` status to reflect functional multiplayer foundation (remote proxies, appearance, apparel, weapons).
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- Experimental proxy weapon alert forcing: while a remote player reports `weaponDrawn=true`, runtime proxies now periodically execute scoped `<proxyRef>.setalert 1` before weapon animation sync, then clear alert on holster, to test whether Fallout 4's NPC alert state is what keeps weapon-ready poses alive.
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- One-time-per-proxy diagnostic log (`Runtime proxy weapon graph DIAGNOSTIC`) reporting the loaded animation-graph and bound-channel counts when a proxy first has a weapon equipped, to help determine why weapon FSM events are being rejected by the graph.
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- Weapon animation sync for ranged guns: proxy actors now equip remote players' right-hand weapons and play armed idle/locomotion poses when `weaponDrawn=true`.
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