Revert "Add Pip-Boy state to transform sync"

This reverts commit 4ed671464e.
This commit is contained in:
2026-06-30 16:59:42 +12:00
parent 683feabb77
commit 8ff1a90fa5
18 changed files with 19 additions and 196 deletions
+3 -4
View File
@@ -67,7 +67,6 @@ isSneaking
isJumping
isCrouching
weaponDrawn
isPipboyOpen
movementSpeed
animationGraphSpeed
equippedItems
@@ -79,8 +78,8 @@ Required transform packet fields are `type`, `playerId`, `x`, `y`, `z`,
`angleZ`, and `cellId`. `worldspaceId`, `movementType`, `clientTime`, and
`serverTime` are optional; interior test cells may omit `worldspaceId`.
Movement state fields are also optional and default to not moving, not
sprinting, not sneaking, not jumping, weapon holstered, Pip-Boy closed, and
speed `0.0` when missing.
sprinting, not sneaking, not jumping, weapon holstered, and speed `0.0` when
missing.
`equippedItems` is also optional. New clients send it as a complete snapshot of
tracked visible apparel slots with `{ slot, formId }` entries; empty `formId`
@@ -126,7 +125,7 @@ player exists.
local test cell, then snaps back to a valid same-cell remote player before
resuming smoothing.
- Transform packets include movement state data (`isMoving`, `movementSpeed`,
`isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`, `isPipboyOpen`).
`isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`).
- Transform packets can include optional `equippedItems` snapshots for visible
clothing, armor, hats, and eyewear slots. The game-thread proxy controller
applies those snapshots after proxy 3D is loaded.