Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
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# Protocol
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This folder documents the planned network protocol for Fallout 4 Together.
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This folder documents the planned network protocol for Commonwealth Online.
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The first protocol should be simple and focused on player transform sync.
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# Message Types
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This file tracks current and planned message type names for the Fallout 4
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Together local networking prototype.
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This file tracks current and planned message type names for the Commonwealth Online local networking prototype.
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## Implemented
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# Packet Types
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This document describes the currently implemented local prototype packet types
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for Fallout 4 Together.
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for Commonwealth Online.
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The current protocol is newline-separated JSON over a local TCP connection to
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`127.0.0.1:7777`.
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# Player Sync
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Player synchronization is the first major technical goal for Fallout 4 Together.
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Player synchronization is the first major technical goal for Commonwealth Online.
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The current implementation is still a local networking prototype.
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## Current Implemented Flow
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- Sends are skipped until position changes by about 3 game units or rotation
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changes by about 0.02 radians.
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- Local movement logs stay much slower, around once per second, so
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`Fallout4Together.log` remains readable.
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`CommonwealthOnline.log` remains readable.
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`cell_change`, `worldspace_change`, and `teleport` movement types bypass the
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normal send interval and are sent immediately. The receiving plugin still stores
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