Add complexionFormId to appearance payload

Introduce complexionFormId (TXST) into RemoteAppearance and the appearance protocol so complexion textures are captured and serialized. Updates: header/state, Networking JSON parse/serialize, proxy actor comparisons, main capture logic, protocol docs, fake client/player samples, changelog and dev-log. Capture reads PlayerCharacter::complexion and serializes it, but applying to proxies is intentionally a no-op because TESNPC proxies lack a complexion field (documented in comments/dev-log). Files: plugin/include/F4TRemotePlayerState.h, plugin/src/*, protocol/packets.md, server/fake_client.py, server/fake_player.py, changelog.md, docs/dev-log.md.
This commit is contained in:
2026-06-30 22:20:44 +12:00
parent 76fd8772bd
commit d328bfb647
10 changed files with 69 additions and 17 deletions
+1
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@@ -82,6 +82,7 @@ namespace F4T::RemotePlayerState
RemoteAppearanceTintColor bodyTintColor;
std::uint32_t hairColorFormId{};
std::uint32_t facialHairColorFormId{};
std::uint32_t complexionFormId{};
std::vector<std::uint32_t> headPartFormIds;
std::vector<RemoteAppearanceMorph> morphSliders;
std::vector<float> morphRegionSliders;