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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2026-07-02 17:43:51 +12:00
parent 89c3e82554
commit 80f95c748e
4 changed files with 236 additions and 9 deletions
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@@ -10,6 +10,8 @@ For testing notes, milestone summaries, known issues, and next steps, see [`docs
## [Unreleased]
### Added
- `docs/project-comparison.md` comparing Commonwealth Online with DoxyCoSync (architecture, scale, sync scope, collaboration).
- Updated root `README.md` status to reflect functional multiplayer foundation (remote proxies, appearance, apparel, weapons).
- 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.
- 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.
- Weapon animation sync for ranged guns: proxy actors now equip remote players' right-hand weapons and play armed idle/locomotion poses when `weaponDrawn=true`.