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@@ -1,6 +1,6 @@
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# Development Log
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This file tracks development progress for Fallout 4 Together.
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This file tracks development progress for Commonwealth Online.
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Use this log to record setup decisions, tool versions, technical discoveries,
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failed experiments, successful tests, and next steps.
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@@ -99,7 +99,7 @@ proxies only showed walk/run (no slow-walk/jog), and ground jumps never exited t
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### Summary
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After grounding the graph variable names (see entry below), an in-game log
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(`Fallout4Together.log`) showed locomotion variables were now correct
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(`CommonwealthOnline.log`) showed locomotion variables were now correct
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(`graphSpeedReadBack=true(373.0)` while running), but proxies still never showed walk/run
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animation. Root cause: the local player was reporting `isJumping=true` almost continuously
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while merely running, so proxies were perpetually forced into the jump state, which masks
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@@ -191,7 +191,7 @@ types extracted from the real humanoid movement behavior graph
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`MTBehavior`, and needs its own research pass.
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### Next Steps
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- Verify in-game and capture a fresh `Fallout4Together.log` diagnostic.
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- Verify in-game and capture a fresh `CommonwealthOnline.log` diagnostic.
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- Cross-check the transition event names against the behavior graph `eventNames` arrays.
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- If sneak works, investigate the weapon wrapping behavior for the weapon-drawn variable.
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@@ -241,7 +241,7 @@ types extracted from the real humanoid movement behavior graph
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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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✅ **Plugin compiled**: `CommonwealthOnline.dll`
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### How Jump Works Now
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@@ -356,7 +356,7 @@ Build: SUCCESS
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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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✅ **Plugin compiled**: `CommonwealthOnline.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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@@ -461,7 +461,7 @@ Build: SUCCESS
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### What Changed
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- Created the Fallout 4 Together repository.
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- Created the Commonwealth Online repository.
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- Added the initial repository folder structure.
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- Added starter Markdown documentation files.
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- Added project roadmap, disclaimer, setup notes, protocol notes, and plugin planning documents.
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@@ -480,13 +480,13 @@ The immediate priority is to make sure the project has:
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### Decisions Made
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- Project name: Fallout 4 Together
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- Project name: Commonwealth Online
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- Internal prefix: F4T
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- Primary target platform: Steam Fallout 4
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- First prototype goal: two clients in a controlled test cell, with each player visible as a synced remote actor
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- Early test cell name: F4TTestCell01
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- Early test ESP name: Fallout4Together_Test.esp
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- Early plugin DLL name: Fallout4Together.dll
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- Early plugin DLL name: CommonwealthOnline.dll
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### Current Status
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@@ -517,7 +517,7 @@ No Creation Kit test cell yet
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### What Changed
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- Built the initial Fallout 4 Together DLL.
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- Built the initial Commonwealth Online DLL.
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- Installed the DLL into `Data/F4SE/Plugins/`.
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- Launched Fallout 4 through F4SE.
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@@ -534,15 +534,15 @@ No Creation Kit test cell yet
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### Notes
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- The current log file is named `commonlibf4-template.log`.
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- The next step is to rename the plugin identity and log output to `Fallout4Together`.
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- The next step is to rename the plugin identity and log output to `CommonwealthOnline`.
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### Next Steps
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- Replace template name references with `Fallout4Together`.
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- Replace `Hello World!` with a Fallout 4 Together startup message.
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- Replace template name references with `CommonwealthOnline`.
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- Replace `Hello World!` with a Commonwealth Online startup message.
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- Rebuild the DLL.
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- Launch through F4SE again.
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- Confirm `Fallout4Together.log` is created.
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- Confirm `CommonwealthOnline.log` is created.
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---
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@@ -550,13 +550,13 @@ No Creation Kit test cell yet
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### What Changed
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- Renamed the plugin/log identity from the CommonLibF4 template to Fallout4Together.
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- Rebuilt and installed `Fallout4Together.dll`.
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- Renamed the plugin/log identity from the CommonLibF4 template to CommonwealthOnline.
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- Rebuilt and installed `CommonwealthOnline.dll`.
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- Launched Fallout 4 through F4SE.
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### What Worked
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- `Fallout4Together.log` was created.
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- `CommonwealthOnline.log` was created.
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- The plugin loaded successfully.
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- The plugin startup code executed.
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@@ -567,13 +567,13 @@ No Creation Kit test cell yet
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### Notes
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- The log still contains the template message `Hello World!`.
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- Next step is to replace this message with a Fallout 4 Together startup message.
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- Next step is to replace this message with a Commonwealth Online startup message.
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### Next Steps
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- Replace `Hello World!` with a proper plugin startup log message.
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- Rebuild and reinstall the DLL.
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- Confirm the updated message appears in `Fallout4Together.log`.
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- Confirm the updated message appears in `CommonwealthOnline.log`.
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- Begin testing local player position readout.
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---
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@@ -582,15 +582,15 @@ No Creation Kit test cell yet
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### What Changed
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- Updated the Fallout 4 Together plugin startup message.
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- Updated the Commonwealth Online plugin startup message.
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- Added local player position readout.
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- Logged the player's X, Y, Z position and Z rotation angle.
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### What Worked
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- `Fallout4Together.dll` built successfully.
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- `CommonwealthOnline.dll` built successfully.
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- Fallout 4 launched through F4SE.
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- `Fallout4Together.log` was created.
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- `CommonwealthOnline.log` was created.
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- The plugin loaded successfully.
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- The plugin safely read and logged the local player position.
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@@ -614,12 +614,12 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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- Updated player position logging so it only writes when the player position changes.
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- Added throttling so movement updates do not flood the log.
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- Rebuilt and tested `Fallout4Together.dll`.
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- Rebuilt and tested `CommonwealthOnline.dll`.
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### What Worked
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- Fallout 4 launched through F4SE.
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- `Fallout4Together.log` was created.
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- `CommonwealthOnline.log` was created.
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- The plugin logged the player position while moving.
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- Position logging now updates at a readable pace instead of many times per second.
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@@ -645,7 +645,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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### What Changed
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- Added a local Python test server.
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- Added basic networking from the Fallout 4 Together plugin to the local server.
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- Added basic networking from the Commonwealth Online plugin to the local server.
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- Sent player transform data from Fallout 4 to the server.
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- Server now prints received transform packets.
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@@ -763,7 +763,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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- Tested the full server broadcast flow.
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- Connected a fake Python client to the local server.
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- Connected the Fallout 4 Together plugin as a second client.
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- Connected the Commonwealth Online plugin as a second client.
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- Confirmed that transform packets from the Fallout 4 plugin are broadcast to the fake client.
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### What Worked
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@@ -956,7 +956,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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### Notes
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- The receive loop runs on a background networking thread.
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- Remote transform logging is throttled so `Fallout4Together.log` remains readable.
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- Remote transform logging is throttled so `CommonwealthOnline.log` remains readable.
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- Actor spawning, actor movement, animation sync, combat sync, inventory sync, quest sync, and settlement sync remain planned later.
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### Next Steps
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@@ -972,7 +972,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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- Added a shared local-player log prefix helper for plugin networking logs.
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- Prefixed important startup, connection, welcome, transform send, remote update, disconnect, and networking warning logs with `[LocalPlayerId=unassigned]` or `[LocalPlayerId=N]`.
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- Kept the existing `Fallout4Together.log` file name and avoided per-instance log files for this milestone.
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- Kept the existing `CommonwealthOnline.log` file name and avoided per-instance log files for this milestone.
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### What Worked
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@@ -1018,7 +1018,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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### Notes
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- This is the first successful visible actor-control test for Fallout 4 Together.
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- This is the first successful visible actor-control test for Commonwealth Online.
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- The proxy is still driven by local player position plus offset, not remote player state.
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- Dynamic spawning is still not implemented.
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- Remote actor syncing has not started yet.
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@@ -1150,8 +1150,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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- `server/server.py` and `server/fake_client.py` were intentionally left
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unchanged because the transform packet protocol did not need to change.
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- This is the first smooth visible multiplayer prototype for Fallout 4
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Together.
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- This is the first smooth visible multiplayer prototype for Commonwealth Online.
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- The proxy actor still lacks synced animations.
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- Only one proxy actor is supported.
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- Dynamic spawning is not implemented.
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@@ -1283,7 +1282,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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### Next Steps
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- Test crouch/sneak in-game and compare `apiSneaking`, `actorStateSneaking`,
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`actorStateForceSneak`, and `finalIsSneaking` in `Fallout4Together.log`.
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`actorStateForceSneak`, and `finalIsSneaking` in `CommonwealthOnline.log`.
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---
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@@ -1665,7 +1664,7 @@ plugin-local form ID on the existing game-thread proxy controller path.
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- Ran `xmake build` from `plugin`; it succeeded.
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- Pending: launch Fallout 4 through F4SE, load `Fallout4Together_Test.esp`, and
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`coc F4TTestCell01`.
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- Pending: confirm `Fallout4Together.log` reports the test ESP load status and
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- Pending: confirm `CommonwealthOnline.log` reports the test ESP load status and
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`F4T_RemotePlayerProxy` lookup result.
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- Pending: confirm the existing placed proxy fallback still represents one fake
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client and still holds/restores correctly.
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@@ -1729,7 +1728,7 @@ remote player representation.
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- Ran `xmake build` from `plugin`; it succeeded.
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- Pending: launch Fallout 4 through F4SE, load `Fallout4Together_Test.esp`, and
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`coc F4TTestCell01`.
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- Pending: confirm `Fallout4Together.log` shows actor-base resolution, one
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- Pending: confirm `CommonwealthOnline.log` shows actor-base resolution, one
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runtime spawn attempt, and either spawn success details or a clear failure
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reason.
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- Pending: confirm the new runtime proxy actor appears near the player if spawn
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@@ -1995,7 +1994,7 @@ handle-validation, near-player hold, and repeated visibility diagnostic path.
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- Ran `xmake build` from `plugin`; it succeeded.
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- Pending: launch Fallout 4 through F4SE, enter `F4TTestCell01`, and confirm
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`Fallout4Together.log` reports whether the Stage 3.3 vanilla diagnostic is
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`CommonwealthOnline.log` reports whether the Stage 3.3 vanilla diagnostic is
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active or fell back to `F4T_RemotePlayerProxy`.
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- Pending: inspect the hold diagnostics and final PASS/PARTIAL/FAIL result to
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determine whether the vanilla actor base appears visually through the same
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@@ -2065,7 +2064,7 @@ separate visibility control.
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- Ran `xmake build` from `plugin`; it succeeded.
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- Pending: launch Fallout 4 through F4SE, enter `F4TTestCell01`, and confirm
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`Fallout4Together.log` shows absolute lookup diagnostics for `000179FF` and
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`CommonwealthOnline.log` shows absolute lookup diagnostics for `000179FF` and
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`0001CA7D`.
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- Pending: confirm that a resolved Codsworth base is used for the vanilla
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runtime-spawn diagnostic, or that the custom proxy fallback is logged clearly.
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@@ -2137,7 +2136,7 @@ runtime spawn path.
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- Ran `xmake build` from `plugin`; it succeeded.
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- Pending: launch Fallout 4 through F4SE, enter `F4TTestCell01`, and confirm
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`Fallout4Together.log` shows the Stage 3.5 console command execution.
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`CommonwealthOnline.log` shows the Stage 3.5 console command execution.
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- Pending: confirm the diagnostic resolves a spawned Codsworth actor near the
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local player and reports a Stage 3.5 PASS/PARTIAL/FAIL conclusion.
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@@ -2396,7 +2395,7 @@ proxy cap forever.
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- `xmake build` from the repository root prompts because there is no root
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`xmake.lua`.
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- Ran `xmake build` from `plugin`; it succeeded and rebuilt
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`Fallout4Together.dll`.
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`CommonwealthOnline.dll`.
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- Pending manual validation: launch Fallout 4 through F4SE, load
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`Fallout4Together_Test.esp`, `coc F4TTestCell01`, start the Dev Server GUI,
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add fake clients up to the cap, disconnect clients, wait for the reuse delay,
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@@ -2454,7 +2453,7 @@ client connected.
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### Testing
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- Ran `xmake build` from `plugin`; it succeeded and rebuilt
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`Fallout4Together.dll`.
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`CommonwealthOnline.dll`.
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- Pending manual validation: start server, add fake client, connect Fallout 4,
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and confirm runtime proxy spawn/settle no longer crashes.
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- Pending manual validation: re-test multiple clients, movement, held/reusable
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@@ -2511,7 +2510,7 @@ driven by `RemotePlayerState`.
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### Testing
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- Ran `xmake build` from `plugin`; it succeeded and rebuilt
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`Fallout4Together.dll`.
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`CommonwealthOnline.dll`.
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- Pending manual validation: attack a runtime proxy and confirm walk-away
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animation intent is gone or reduced.
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- Pending manual validation: bump a runtime proxy and confirm no persistent
|
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@@ -2573,7 +2572,7 @@ of entering persistent NPC combat or pursuit behavior.
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### Testing
|
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|
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|
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|
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|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
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|
`Fallout4Together.dll`.
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`CommonwealthOnline.dll`.
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- Pending manual validation: attack a runtime proxy and confirm it does not chase
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or attack the local player.
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- Pending manual validation: bump a runtime proxy and confirm no persistent AI
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@@ -2633,7 +2632,7 @@ positioning path.
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### Testing
|
|
|
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|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
|
|
|
|
`Fallout4Together.dll`.
|
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`CommonwealthOnline.dll`.
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- Pending manual validation: repeat the GUI fake-client disconnect test that
|
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|
previously caused held proxies to visually reappear.
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@@ -2685,7 +2684,7 @@ starting near the local player before snapping away.
|
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|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Pending manual validation: add a GUI fake client and confirm its proxy no
|
|
|
|
|
longer briefly appears near the local player before moving to the fake client's
|
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|
|
remote transform.
|
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|
@@ -2742,7 +2741,7 @@ each remote `playerId` without visually applying animation.
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Pending manual validation: launch through F4SE, start the server, add fake
|
|
|
|
|
clients in `F4TTestCell01`, and confirm per-player initial and transition
|
|
|
|
|
animation state logs without visual animation changes.
|
|
|
|
@@ -2804,7 +2803,7 @@ mutating actors by default.
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Pending manual validation: use the Dev Server GUI to add fake clients, toggle
|
|
|
|
|
sneak on/off, and confirm existing animation debug logs plus one-time disabled
|
|
|
|
|
visual sneak diagnostics without any visual crouch by default.
|
|
|
|
@@ -2866,7 +2865,7 @@ remote player's `isSneaking` state changes.
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Manual test placeholder: start the Dev Server GUI, launch Fallout 4 through
|
|
|
|
|
F4SE, `coc F4TTestCell01`, add fake clients, and toggle sneak on/off.
|
|
|
|
|
- Expected manual result: only the assigned runtime proxy for the toggled fake
|
|
|
|
@@ -2923,7 +2922,7 @@ Next investigation should focus on read-only animation graph variable discovery
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Pending manual validation: fake-client sneak toggles in `F4TTestCell01`
|
|
|
|
|
should still produce animation debug `isSneaking` transition logs without
|
|
|
|
|
applying visual sneak mutation by default.
|
|
|
|
@@ -2982,7 +2981,7 @@ movement, sneak, jump, and weapon state signals.
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and linked
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Manual Fallout 4 / F4SE testing is still pending:
|
|
|
|
|
- Launch through F4SE.
|
|
|
|
|
- `coc F4TTestCell01`.
|
|
|
|
@@ -2990,7 +2989,7 @@ movement, sneak, jump, and weapon state signals.
|
|
|
|
|
- Move/stop and sprint if safe.
|
|
|
|
|
- Jump.
|
|
|
|
|
- Draw/holster weapon if safe.
|
|
|
|
|
- Check `Fallout4Together.log` for `Local animation graph debug` lines.
|
|
|
|
|
- Check `CommonwealthOnline.log` for `Local animation graph debug` lines.
|
|
|
|
|
- Optionally add one fake client to confirm runtime proxies still spawn and
|
|
|
|
|
move while proxy graph diagnostics remain disabled.
|
|
|
|
|
|
|
|
|
@@ -3063,7 +3062,7 @@ uses CommonLibF4 read-only virtual getter overloads to probe cache IDs from
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; it succeeded and linked
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Linter diagnostics for `plugin/src/F4TLocalAnimationGraphDebug.cpp` reported
|
|
|
|
|
no errors.
|
|
|
|
|
- Manual Fallout 4 / F4SE testing is still pending:
|
|
|
|
@@ -3105,7 +3104,7 @@ uses CommonLibF4 read-only virtual getter overloads to probe cache IDs from
|
|
|
|
|
|
|
|
|
|
- Run the manual F4SE test sequence and record cache size, readable ID counts,
|
|
|
|
|
and any candidate sneak/movement/weapon/jump/sprint IDs from
|
|
|
|
|
`Fallout4Together.log`.
|
|
|
|
|
`CommonwealthOnline.log`.
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
@@ -3197,7 +3196,7 @@ unchanged.
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; build succeeded and linked
|
|
|
|
|
`Fallout4Together.dll`.
|
|
|
|
|
`CommonwealthOnline.dll`.
|
|
|
|
|
- Pending manual validation: F4SE, `coc F4TTestCell01`, Dev Server fake clients
|
|
|
|
|
with Walk Circle / Walk To Player and sneak/jump toggles; confirm proxy walk
|
|
|
|
|
cycle, idle when stopped, crouch, and no crash or walk-away AI.
|
|
|
|
@@ -3250,7 +3249,7 @@ but `SetPosition(..., true)` likely reset the character controller each frame.
|
|
|
|
|
|
|
|
|
|
- Ran `xmake build` from `plugin`; build succeeded.
|
|
|
|
|
- Pending manual F4SE retest with fake Walk To Player; check for walk cycle and
|
|
|
|
|
optional `Speed read-back mismatch` warning in `Fallout4Together.log`.
|
|
|
|
|
optional `Speed read-back mismatch` warning in `CommonwealthOnline.log`.
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|