Hold proxy in hidden position when no remote
Add a temporary in-cell holding fallback for the single placed proxy actor when no valid same-cell remote player is available. Introduces kProxyHiddenHoldingPosition, ProxyLifecycleState, RemotePlayerSelection, MoveProxyToHoldingPosition and RestoreProxyForRemotePlayer, plus selection/state-tracking and throttled logs. The controller now moves the proxy to the hidden position on disconnect, disappearance, or cell-mismatch and snaps it back when a valid same-cell remote appears. Documentation and dev log updated to describe the lifecycle and rationale (docs/architecture.md, docs/dev-log.md, protocol/player-sync.md).
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@@ -27,7 +27,10 @@ lifecycle.
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The plugin's game-thread proxy actor controller can now read a copied snapshot
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of this remote-player state and move the single placed test proxy actor
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`F4TProxyRemotePlayer01REF` in `F4TTestCell01`. The networking thread still does
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not touch Fallout 4 actors or references.
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not touch Fallout 4 actors or references. If no valid same-cell remote player is
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available, the controller moves the placed proxy to a hidden holding position
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inside the same test cell instead of leaving it frozen at the last represented
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position.
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## Current Remote Player State Model
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@@ -89,6 +92,10 @@ player exists.
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- Normal proxy movement is smoothed toward the latest received target, while
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`cell_change`, `worldspace_change`, and `teleport` transforms snap directly to
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avoid slow movement across large discontinuities.
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- The game-thread proxy controller holds the single proxy at a hidden in-cell
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position when the represented player disconnects, disappears, or leaves the
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local test cell, then snaps back to a valid same-cell remote player before
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resuming smoothing.
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- Transform packets now include basic movement state data for future animation
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work, but the proxy actor does not apply animations from that state yet.
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