Harden runtime proxy adoption
Ignore deleted actors during proxy candidate selection, delete stale saved runtime proxies before spawning fresh ones, and promote proxies based on loaded 3D instead of camera visibility. Updated docs and changelog accordingly.
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@@ -23,6 +23,9 @@ For testing notes, milestone summaries, known issues, and next steps, see [`docs
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- `timeSync` tracking in `server/fake_client.py` host world-state snapshot output.
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### Fixed
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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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- Runtime proxy promotion no longer waits for camera-frustum `IsVisible()` before assigning a newly spawned proxy, preventing remote players from appearing only after the local player turns toward them.
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- Fixed Papyrus staging path construction so `.pex` and `.psc` files are copied into `build\Fallout 4\Data\Scripts` and `build\Fallout 4\Data\Scripts\Source\User`.
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- If a server profile exists but its associated save was deleted, joining from the main menu now falls back to first-time character creation and re-binds the profile to the newly created save instead of hard-failing.
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- Pending first-time profile binding now completes as soon as a save exists even if character-creation phase flags are still active, preventing repeated `coc` first-time launches on reconnect.
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