Revert "Add Pip-Boy state to transform sync"
This reverts commit 4ed671464e.
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@@ -10,7 +10,6 @@ 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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- Optional `isPipboyOpen` transform state so receivers can detect remote Pip-Boy open/close transitions. The state is synced and logged for diagnostics; no proxy Pip-Boy animation is driven (the third-person humanoid behavior graph has no Pip-Boy raise/use animation — it is first-person only), leaving room for a future custom third-person animation.
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- Optional `appearance` transform snapshots for best-effort runtime proxy body and face visuals, including height, body morph weight, body tint, hair colors, head-part IDs, and morph slider values while leaving gender switching out.
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- Game-thread proxy appearance application for supported `appearance` fields after runtime proxy 3D is ready, with race switching deferred for future proxy-base compatibility work.
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- `server/fake_client.py` parsing/output and `server/fake_player.py` sample payloads for relayed `appearance` transform data.
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@@ -29,11 +28,7 @@ For testing notes, milestone summaries, known issues, and next steps, see [`docs
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- Game-thread proxy equipment application for synced apparel, including explicit tracked-slot unequips and cleanup when runtime proxy slots are held, reused, or reassigned.
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- `server/fake_client.py` parsing and output for relayed `equippedItems` transform data.
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### Removed
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- Proxy Pip-Boy animation triggering (guessed graph notification events, `pipboyUp`/`bBlockPipboy` graph-variable writes, and the `TESIdleForm` playback fallback) after the F4-Animation-Research unpack confirmed the third-person humanoid behavior graph has no Pip-Boy raise/use animation; only the `isPipboyOpen` state sync is retained.
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### Fixed
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- Idle animation state no longer logs as changed every frame while a proxy is stationary.
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- New clients now receive existing players' last transform snapshots immediately after `welcome`, including `appearance`, so late joiners do not start with default proxy visuals while waiting for the next sender heartbeat.
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- Runtime proxy candidate isolation now ignores actors flagged as deleted, so a freshly spawned proxy is controlled instead of the slot adopting a still-present stale proxy that was marked for deletion the same frame.
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- Stale saved runtime `COPlayerProxy` actors are deleted before spawning a fresh PlaceAtMe proxy, preventing duplicate visible proxies when an old uncontrolled proxy persisted in a save.
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