Commit Graph
98 Commits
Author SHA1 Message Date
andrew 1af6bbd3d2 Pause menu map: smooth zoom and pan with inertia
Replace snappy map zoom and drag behavior with smooth animations. Wheel zoom now eases toward the cursor, keeping the map point under the pointer fixed during scale. Drag pan eases toward the pointer and coasts with inertia on release, with edge clamps and friction damping. Animations cancel each other to prevent fighting. Update tab labels from full names to shorter versions (FALLOUT 4, MULTIPLAYER). Add dev log entry and vanilla settings integration plan.
2026-07-04 23:27:02 +12:00
andrew 0a07c502c1 Add data-driven pause menu settings view
Introduce a new SETTINGS view to the pause menu with two tabs: GAME SETTINGS (placeholder to open vanilla Fallout 4 settings) and MULTIPLAYER SETTINGS (data-driven custom options). Adds HTML for the settings panel and tabs, comprehensive CSS for tab/pane/row styling, and a large JS update that provides: F4SE/C++ bridge stubs (openGameSettings, setMultiplayerSetting, onBack, onOpenView), a multiplayerSettings data model, rendering and keyboard navigation (tab/content focus, row movement, value cycling), prompt-bar updates, and view-mode transitions (pause/map/settings). Also: map interaction refinements, map blur handling, open settings by default, and documentation updates in changelog.md and docs/dev-log.md.
2026-07-04 21:45:55 +12:00
andrew 38b6011de8 Pause menu: shared map blur, PC back, Xbox glyphs
Wrap map art and markers in a new .map-world so blur, pan and zoom animate together; add a PC-facing top-left ESC BACK button and a map-mode prompt bar using Xbox PNG glyphs. Implement JS glyph-tinting, map-mode enter/exit logic, and pan/zoom handlers; update styles for .map-world, markers, prompt bars, and the PC back button. Add Xbox icon assets and update deploy/stage scripts to copy them. Update changelog and dev-log entries to document the changes.
2026-07-04 17:41:29 +12:00
andrew db5e50c7fd Add pause menu concept prototype
Adds a standalone Commonwealth Online pause menu mockup with the Fallout-style map, left-side navigation, server info, controller prompts, and keyboard handling. Also includes map zoom/pan behavior, fixes the UI scale custom property so sizes resolve correctly, and updates the changelog and dev log.
2026-07-03 23:04:39 +12:00
andrew 80f95c748e Add project comparison docs
Add a public comparison of Commonwealth Online and DoxyCoSync, and update the README and changelog to reflect Commonwealth Online’s current multiplayer foundation and dedicated relay-server focus.
2026-07-02 17:43:51 +12:00
andrew 89c3e82554 Implement proxy weapon animation sync for ranged guns
Milestone 1: Proxy actors now equip remote players' right-hand weapons and play armed idle/locomotion poses when weaponDrawn=true. Adds rightHand weapon slot to equippedItems protocol, weapon graph variable support (iSyncGunDown: 0=drawn, 1=holstered), and weapon FSM events (weaponDraw, readyStateEnter, gunDownStateEnter). Fixes two critical animation state churn bugs: frustum-visibility flicker no longer resets animation state on every update tick, and idle proxies no longer register as changed on every frame. Includes WeaponBehavior graph loading via AIProcess::RequestLoadAnimationsForWeaponChange() and manual weapon attachment fallback. New docs/weapon-animation-sync.md reference guide maps animation events and variables from F4-Animation-Research. Experimental alert-state reassertion for armed proxies to test NPC combat state gating of weapon-ready poses.
2026-07-02 17:23:09 +12:00
andrew a6d4cc2ba6 Use console commands to start MQ102 on Vault exit
Replace direct TESQuest::SetStage usage with console commands to reliably start and advance MQ102 when leaving COVault109. TryStartOutOfTimeQuest now includes RE::Console, issues `startquest MQ102` and `setstage MQ102 10`, and uses a static one-time guard (outOfTimeQuestStartIssued) to avoid repeated issuance. Removed the unreliable currentStage check and adjusted constants/naming and log output. Updated changelog and dev-log to document the implementation and touched compiled script binary.
2026-06-30 22:46:06 +12:00
andrewandCursor 771f855f89 Add automatic quest start for Out of Time (MQ102) on COVault109 exit
When the player leaves COVault109 for the first time, the plugin now automatically
starts the Out of Time quest (MQ102, FormID 0x0001CC2A) and sets it to stage 10,
skipping the vault entry sequence for a smoother multiplayer transition.

The implementation uses TESDataHandler::LookupForm to safely resolve the quest,
includes defensive null checks, and only triggers once by checking the quest
currentStage field. Appropriate logging is added for debugging.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-30 22:33:21 +12:00
andrew d328bfb647 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.
2026-06-30 22:20:44 +12:00
andrew 76fd8772bd Add appearance tint syncing (appearance v3)
Introduce tint syncing for skin/complection/makeup/beard by adding RemoteAppearanceTint and a tints vector, and bump appearance payload version to 3. Parse/emit tints in networking and update fake server/client test payloads. Capture live Player/NPC tintingData during appearance capture. Apply tints to proxies by updating existing entries or reconstructing missing ones via template resolution and MakeTintEntry (game allocator + vtable fixup); unresolved templates are skipped with throttled warnings. Update docs/changelog and add logging for applied tints. Backwards compatible with v1/v2 packets.
2026-06-30 22:07:49 +12:00
andrew 5b54db64d4 Character Appearance Phase 1 Done
Bump appearance payloads to version 2 and add `morphRegions` and `facialBoneMorphs` capture, serialization, and proxy application. Also fix head-part syncing when sender and proxy counts differ by reallocating the proxy array instead of deferring the whole list, and update the Python harness and protocol docs to match.
2026-06-30 17:37:02 +12:00
andrew 8ff1a90fa5 Revert "Add Pip-Boy state to transform sync"
This reverts commit 4ed671464e.
2026-06-30 16:59:42 +12:00
andrew 683feabb77 Revert "Handle Vault 109 quest handoff"
This reverts commit 6fdc63c36d.
2026-06-30 16:59:34 +12:00
andrew 6fdc63c36d Handle Vault 109 quest handoff
When the local player leaves COVault109, the plugin now completes MQ101 and starts MQ102 at stage 10 on the game thread, with a log entry for confirmation. Updated the changelog and architecture/dev-log docs to reflect the new Vault 109 flow, and refreshed the compiled Creation Kit script artifact.
2026-06-30 16:21:30 +12:00
andrew 4ed671464e Add Pip-Boy state to transform sync
Adds optional `isPipboyOpen` to transform packets, remote player state, proxy animation logging, and fake client/player samples. Updates protocol and architecture docs to describe the new Pip-Boy open/raising/closing state and related movement-state handling.
2026-06-30 16:00:07 +12:00
andrew 4b8f5246c4 Add appearance sync and late-join replay
Adds optional `appearance` snapshots to transform packets, applies supported appearance data to runtime proxies, and has the server replay stored transforms to newly connected clients so late joiners receive current visuals immediately.
2026-06-29 16:46:50 +12:00
andrew ad7f287899 Add optional apparel sync (equippedItems)
Introduce an optional equippedItems transform extension to snapshot tracked visible apparel slots. Plugin: capture local equipped ARMO form IDs on the game-thread, include equippedItems in transform packets, parse equippedItems on the networking thread, and apply/clear synced apparel on runtime proxies (with defensive logging for missing forms). Server: fake_client parses and prints equippedItems. Docs and protocol updated; changelog and dev-log entry added. Backwards-compatible: equippedItems is optional and empty formId denotes intentional unequip.
2026-06-29 16:02:03 +12:00
andrew d0649667f7 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.
2026-06-29 15:37:05 +12:00
andrew b505477e08 Add COVault109 solo-cell handling
Implement solo-cell logic to suppress transform packet sends and remote proxy representation while the local player is in COVault109, allowing first-time character creation to remain visually single-player. One entry location update is sent so other clients can hold stale proxies before suppression begins. Added F4TSoloCell.h helper for load-order-independent solo cell recognition by editor ID and cached FormID.
2026-06-29 14:46:11 +12:00
andrew aefeb8b51f Add Papyrus build and staging
Compile active Papyrus scripts during build and deploy flows, stage compiled `.pex` and source `.psc` files into the mod package, and update setup/dev docs plus changelog for the new workflow.
2026-06-28 22:09:00 +12:00
andrew 37d6afbd5a Improve first-time Looks menu face framing
Replace ineffective third-person zoom with FOV narrowing (40°) to magnify the character's face for easier facial-feature editing. Center the player on the fixed LooksMenu camera's optical axis for the first few polls to prevent off-center framing caused by the camera not being perfectly aimed at the player. Capture and restore FOV and player transforms on menu open/close. Add diagnostic logging to track camera position, player position, and menu camera behavior.
2026-06-28 21:31:15 +12:00
andrew 2f37feb5b7 Restore LooksMenu camera state
Capture the pre-LooksMenu third-person camera settings and restore them when character customization closes, so first-time customization returns to the normal over-the-shoulder view and movement controls. Also clear the saved snapshot during reset paths so cleanup still runs if the menu flow exits early.
2026-06-28 18:59:59 +12:00
andrew 22394a77ff Improve Vault109 chargen flow and LooksMenu handling
Move first-time character menu orchestration out of Papyrus and into the C++ session-launch flow. CO_Vault109StartQuestScript.psc now only teleports the player and sets stage 10. F4TSessionLaunch.cpp adds camera preparation/restoration, direct PlayerCamera/ThirdPersonState face-camera tuning, primary console ShowLooksMenu 14 path, Actor.ShowLooksMenu fallback, retry/timeouts and guarded state resets. Added logging and counters for Looks/SPECIAL menu polling. Updated changelog.md and docs/dev-log.md to describe the new flow and testing notes.
2026-06-28 17:39:47 +12:00
andrew 904394999a Start first-time join in COVault109 and trigger quest
Change first-time session launch to use the COVault109 start cell and invoke a start quest so the quest can place the player at its preset spawn. Replaces coc SanctuaryExt with coc COVault109, changes the spawn-detection to match the COVault109 editor ID, adds a g_vault109StartQuestIssued flag and IssueVault109StartQuest() to run `startquest CO_Vault109StartQuest` once, and updates logs and reset logic. Also updates docs (changelog.md, docs/dev-log.md) and includes the updated CommonwealthOnline_Vault109.esp binary.
2026-06-26 17:59:57 +12:00
andrew 8772e024f8 Improve server profile resolution and save handling
Add host normalization and ResolveServerKey to match equivalent endpoints (localhost/127.0.0.1, bracketed IPv6, etc.) so reconnects reuse existing server profiles. Harden profile storage: sanitize save-folder components, use Documents fallback via _dupenv_s when needed, log write/open failures, and fix Windows build issues from unsafe getenv usage. Make session launch resilient to missing or rotated exit saves by accepting Exitsave... names, refreshing to the newest exit save, and falling back to first-time flow from the main menu (instead of hard-failing). Update session launch to prefer resolved profile keys, touch/bind profiles appropriately, and improve related load error handling. Also add a simple Creation Kit quest script (CO_Vault109StartQuestScript) and update changelog/docs to document these changes.
2026-06-26 15:29:16 +12:00
andrew 77751c69f7 Use world-state host for server weather actions
Stop hardcoding player 1 for server-initiated weather/time and instead use the current world-state host. Plugin code now defers weather commands until GetWorldStateHostPlayerId() is available, uses IsWorldStateHost() to gate execution, logs local/host IDs, and requeues when host assignment is missing. Relay logic now attempts ForceHostWorldStateBroadcast and logs if relay fails. Updated protocol docs, dev server UI tooltips, presets comment, changelog, and dev log to reflect world-state host terminology and behavior. This ensures weather/time control survives host reassignment and avoids dropped commands on reconnect/restart.
2026-06-25 10:48:18 +12:00
andrew c4466718a3 Convert HHmm to Fallout game-hour float
Add parsing and application of HHmm time strings as Fallout game-hour floats so GUI time presets apply correctly. Introduce ParseHHmmToGameHour in plugin/src/F4TWorldStateSync.cpp and use it when building the console command (formats as set gamehour to <float> with fallback to the raw HHmm string if parsing fails). Improve logging to indicate when a parsed HHmm was used. Update protocol/server-world-state.md, changelog.md, and docs/dev-log.md to document the behavior and rationale.
2026-06-24 12:34:18 +12:00
andrew 1493e68349 Fix GUI weather: valid IDs, defer & reset
Replace invalid Fallout 4 weather form IDs with valid ones (including fixing Clear from 0002852a -> 0002b52a) and update protocol examples and server presets accordingly. Change the plugin to re-queue/defer server weather payloads when the local assigned player ID is not yet available (so early GUI clicks are not dropped) and add a log entry when deferring. Reset player/host assignment on server startup (_next_player_id = 1 and clear _world_state_host_player_id) to avoid stale host IDs after restarts. Also update changelog and developer log entries describing the fixes and recommended manual testing steps.
2026-06-24 12:26:55 +12:00
andrew 4c17e70620 Add serverWorldState packet and GUI controls
Introduce a server-authoritative world-state packet to control weather and time from the dev server GUI. Adds protocol docs and message type (serverWorldState), a new Weather/Time tab in dev_server_app.py, server-side broadcasting in server_core.py, and preset utilities in server/world_state_presets.py. Plugin changes (F4TNetworking.cpp, F4TWorldStateSync.*) queue and apply incoming serverWorldState on the game thread, run `set gamehour` for all clients, and run `fw <8-digit-id>` on the assigned player 1 then force the host to relay a worldState snapshot. Also includes parsing/validation of hex form IDs, logging improvements, and minimal fake client handling. This ensures consistent server-driven time/weather and documents usage and presets.
2026-06-23 23:03:34 +12:00
andrew 70933db6e5 Event-driven world time sync (timeSync flag)
Introduce an optional timeSync field and event-driven time pushes so host time is only re-applied on connect, resume-from-freeze, or large jumps while weather continues on ~1 Hz heartbeats. Added IsGameTimeFrozen detection and client buffering of latest host time; clients apply host time only when timeSync is true or when gameplay just resumed. Updated networking to read/write timeSync, adjusted F4TWorldStateSync logic (separate time vs weather send/apply paths, changed function signatures and behavior), and updated protocol/docs/changelog and fake_client logging to reflect the new field and behavior.
2026-06-23 15:55:05 +12:00
andrew 1480f0b584 Rewrite ROADMAP.md and add archived initial roadmap
Replace the phase-based ROADMAP.md with a vertical-slice focused "Commonwealth Online Roadmap" that documents current status (Working Internal Vertical Slice) and the new playable slices (Same-Cell Foundation, Multiplayer Menu, Player State/Animation MVP, World-State Sync, Internal Playtest Package, Small Session, Gameplay Experiments, and later items). The previous Phase 0-6 plan is preserved verbatim in docs/ROADMAP_2026_06_Initial.md for archival reference. The change pivots tracking from low-level bootstrap tasks to playable vertical slices and highlights completed internal milestones and remaining tests.
2026-06-22 22:02:35 +12:00
andrew 99595ef87c Add host-authoritative world-state sync
Implement host-authoritative time/weather sync across server and clients. Adds a new worldState packet (and worldStateHost for host assignment) and server-side host tracking/reassignment to the lowest remaining playerId when the host disconnects. Plugin-side changes introduce F4T::WorldStateSync (new header + implementation), polling/apply hooks in the game-thread main loop, and Networking support to send/receive/parse worldState/worldStateHost packets. The server validates host-only sends, relays worldState to peers, broadcasts worldStateHost on host handoff, and augments logging/stats. Protocol and documentation files updated (protocol/world-state.md, docs/*) and server/fake_client.py extended to track/print host world-state snapshots.
2026-06-22 21:50:59 +12:00
andrew 9ceb6601ae Add LAN discovery and Local servers UI
Adds LAN server discovery and a Local tab in the multiplayer UI so clients can find relays on the same LAN. Introduces a new F4T::LanDiscovery module (plugin/include/F4TLanDiscovery.h, plugin/src/F4TLanDiscovery.cpp) that probes LAN hosts via UDP discover (port 7778) and TCP welcome fallback (port 7777). Server-side support includes a UDP responder (server/lan_discovery.py) and integration in server_core.py to start/stop discovery.

Plugin changes (F4TServerBrowserBridge/Data) add background scanning, dispatch results to the game thread, new local-server storage and events (scanLocalServers, localServersUpdated, localScanStarted/localScanFinished), and small join/recent handling updates. UI changes (ui/.../app.js and components) add localServers state, scanning UX, Recent persistence (localStorage), and join logic for local/direct entries. Docs updated (docs/protocol.md, docs/dev-log.md, server/README.md) and build script links iphlpapi. Also removes two unused exported sprite PNGs.
2026-06-22 15:53:17 +12:00
andrew 7efe407421 Add responsive UI scaling for server browser
Introduce resolution-aware UI scaling to keep fonts, glyphs, and panel chrome readable and aligned above 1920×1080. Adds a new components/layout.js that sets --co-ui-scale (baseline 1920×1080) on load/resize and exposes CO_Layout.update; index.html now loads it and app.js triggers updates onBrowserShown and on window resize. styles.css converts many fixed px values to calc()/em driven by --co-ui-scale, removes the old pixel-floor media queries and clamp caps, and scales borders, spacing, and font sizes. controller-glyphs.js multiplies glyph dimensions by the UI scale so controller icons grow correctly. Changes address small/drifting server browser content on high-res and ultrawide displays.
2026-06-18 15:51:42 +12:00
andrew 102acd3340 Add controller icon PNGs and tinting logic
Add per-platform controller PNGs and runtime tinting, hook them into prompts, and update deploy/stage scripts.

- Add many controller PNG assets under ui/Icons and copy them into browser/assets/icons on deploy/stage.
- New controller-glyphs.js: image-based glyph renderer that tints white pixels to the UI color via a canvas pixel pass, caches results, and supports platform selection.
- New controller-icons.js: adapter that forwards rendering to controller-glyphs.
- Update controller-prompts.js to render icon glyphs (and include LB/RB tab-switch prompts) and call hydrate after rendering.
- Call CO_ControllerGlyphs.onThemeApplied from theme.js so glyphs re-tint when theme changes.
- Include new scripts in index.html and add CSS rules for glyph image sizing in styles.css.
- Update docs/dev-log.md describing the change and testing/next steps.

This change replaces previous inline/SVG glyph handling with individual PNG icons and adds deploy-time copying so the repo keeps a single source for controller icons.
2026-06-18 15:41:46 +12:00
andrew 1353e5a52c Gamepad-aware cursor handling in server browser
Add gamepad-aware pointer handling so the server browser hides the mouse cursor when a controller is connected and only shows it after mouse movement/click. Changes include:

- PrismaUI: track browser pointer mode, prefer gamepad detection, suppress native CursorMenu/MenuCursor when in gamepad mode, unfocus the Ultralight view to prevent PrismaUI drawing its cursor, and restore pointer mode on mouse activity. Integrate pointer-mode initialization on browser show and call PollGamepad + UpdateBrowserPointerMode in the permanent task loop.
- MenuInput: expose IsGamepadConnected(), provide PollGamepad() wrapper and simplify Register() logging.
- UI: add window.CO_App.setPointerMode to toggle a co-gamepad-mode class and clear hover state; add CSS to hide the HTML cursor when co-gamepad-mode is active.
- docs: add dev-log entries describing the PrismaUI Ultralight cursor fix and the new gamepad-aware server browser behavior.

These changes ensure consistent cursor behavior between mouse and controller input, prevent the Ultralight cursor from appearing in controller mode, and restore the cursor after mouse interaction.
2026-06-18 14:37:31 +12:00
andrew f720d35d2a Add controller support and safe main menu hooks
Enable gamepad navigation for the PrismaUI server browser and install MainMenu input hooks safely. Poll XInput each game-thread tick and forward button/stick changes to the browser (ForwardButtonEvent / ForwardThumbstickEvent), allocate an input-enable layer to suppress vanilla kMenu events while the browser is open, and register polling via the F4SE task interface. Replace direct vtable writes that caused a loading-screen crash with REL::Relocation::write_vfunc on the MainMenu BSInputEventUser secondary vtable and install OnButton/OnThumbstick hooks once at plugin Install(). Add MainMenu API to suppress inputEventHandling and call it when showing/hiding the browser. Also update PrismaUI browser JS to support controller focus for direct-connect, filter activation/cycling, improved controller prompts, and add CSS for focused direct-connect fields. Files touched include plugin/src/F4TMenuInput.cpp, plugin/src/F4TMainMenuInject.cpp, plugin/include headers, PrismaUI view JS/components, styles, and documentation.
2026-06-18 14:26:33 +12:00
andrew 3d14918ee8 Add staging step and reorganize assets
Add stage-mod.bat and update build scripts to stage the mod package instead of automatically deploying (build-all.bat now calls stage-mod.bat; build.bat prints plugin output path and packaging hint). Reorganize Creation Kit assets into DataFolder and RawAssets directories, add new mesh/texture files, and update CommonwealthOnline_Vault109.esp. Also include ancillary updates to deploy scripts, docs, and server code to reflect the new packaging workflow.
2026-06-17 23:03:30 +12:00
Andrew Zambazos f557835b19 Add Fallout 4 path resolver and update deploys
Introduce resolve-fallout4-path.bat to centralize locating the Fallout 4 installation. deploy-all.bat and deploy-ui.bat now call the resolver (accept an optional path arg or prompt interactively), and the chosen path is saved to a local .fallout4-path file (added to .gitignore). Updated docs (docs/dev-log.md, plugin/setup.md) to reflect the new behavior and usage examples. The resolver normalizes game or Data paths, probes common Steam locations, prompts the user when needed, and exports F4_DIR and DATA_DIR for callers.
2026-06-11 14:35:50 +12:00
Andrew Zambazos 5bbcccee2c Add Ultralight SDK submodule and update scripts
Add Ultralight SDK as a git submodule (ThirdParty/Ultralight-SDK, Windows branch) and update build/deploy tooling and docs to use the vendored SDK by default. Updated .gitmodules and added the submodule pointer; build-prismaui.bat and deploy-all.bat now default UL_SDK to the submodule path and build-prismaui.bat checks the submodule is initialized. The PowerShell linker script (scripts/setup-ultralight-link.ps1) now falls back to ThirdParty/Ultralight-SDK when no SdkPath is provided. Documentation and developer log updated (docs/setup.md, plugin/setup.md, docs/dev-log.md) to document submodule initialization and usage; ULTRALIGHT_SDK_PATH can still override the default. Run 'git submodule update --init --recursive' on clones to initialize the SDK.
2026-06-11 14:16:41 +12:00
andrew 8ff760ed39 Add main menu button injection guide
Add a comprehensive step-by-step guide for injecting a custom main-menu button from an F4SE C++ plugin (docs/MainMenu_Button_Injection_Guide.md). Update existing docs to reference the new guide: add link in docs/MainMenu_Injection.md and expand the setup note in docs/setup.md to point to the full how-to and project-specific notes.
2026-06-09 22:44:18 +12:00
andrew d4d3268b12 Add runtime MainMenu injection and docs
Introduce a C++ runtime injection that adds a Multiplayer row to the Fallout 4 main menu instead of patching MainMenu.swf. Adds F4TMainMenuInject.h/cpp implementing injection, ITEM_PRESS handling, accept/button hooks, resync tasks and logging; integrates installation by calling MainMenuInject::Install() from PrismaUI init. Update PrismaUI to use the new helper and remove a duplicate IsMainMenuOnMainPanel implementation. Documentation updated to deprecate FFDec SWF patching (new docs/MainMenu_Injection.md, note in FFDEC guide, and setup.md) and restore-vanilla-mainmenu.ps1 messaging updated to instruct using the runtime injection.
2026-06-09 14:52:27 +12:00
andrew 9c84c9d4bc Add FFDec docs/tools and server-browser fixes
Add comprehensive FFDec walkthrough and short patch docs for safely adding a Multiplayer item to MainMenu.swf, plus helper scripts to extract the vanilla SWF and restore it (tools/extract_ba2.py, tools/restore-vanilla-mainmenu.ps1). Update exported MainMenu.as with a warning comment and remove an outdated exported PATCH markdown. Patch binary Interface/MainMenu.swf (updated).

Hardening fixes in the plugin: include GFx headers, avoid leaving the PrismaUI overlay focused after menu changes, only call OnBrowserHidden when the browser was actually visible, and add IsMainMenuOnMainPanel() so WatchMainMenuState ignores MainMenu when not on the MAIN_STATE. Ensure events are only dispatched when the browser is valid & visible (CanDispatchToBrowser) and make Scaleform UI hide the browser immediately during transitions. These changes prevent the overlay from staying focused during Settings transitions and stop JS events from being sent to a hidden/invalid view.
2026-06-08 22:26:00 +12:00
andrew cc4d8aac5a Add Papyrus sync scripts and proxy spawn refactor
Add new Papyrus scripts (CoSync.psc, CoSyncPlayer.psc, CoSyncQuest.psc) providing native bindings and quest/player proxy logic for networking: connection/session APIs, entity management, world/weather/workshop/companion sync, consumable/pipboy/door/power-armor events, and proxy animation/initialization handlers. Refactor the proxy actor controller (F4TProxyActorController.cpp) to support dynamic/runtime proxy spawning and improved lifecycle/visibility handling: change proxy base/form IDs to COPlayerProxy/CommonwealthOnline, add process-list actor lookup, spawn helpers, play-space/cell checks, 3D visibility refresh, ActorHandle usage, and spawn mutexes and globals for safer spawning. Update docs and setup (architecture.md, limitations.md, plugin/setup.md) to describe global dynamic spawn behavior, max runtime proxies (kMaxRuntimeProxyActors = 4), and validation checklist; update launch-two-fallout4.bat to show instance log locations. Misc: small tweaks to logging and debug flags to gate diagnostics.
2026-06-07 20:31:51 +12:00
andrew 8dfec0a4b3 Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
2026-06-07 16:22:50 +12:00
andrew c4a7b6dedb Fix proxy stop/land animation linger & snap
Prevent proxies from continuing jog/landing animations after a remote stops and fix snap desyncs. Treat network-authoritative idle (graphSpeed < 0) as definitive and stop falling back to measured lerp speed; pin/snap position when remote is not locomoting and ensure transforms snap on stop receive. Shorten sender-side hold times for movement and jump states to reduce stale motion in packets, and use isMoving (not stale graphSpeed) for landing resume decisions. Changes in plugin sources and main config, plus an updated dev log entry.
2026-06-05 16:12:34 +12:00
andrew a137821406 Improve proxy locomotion, tier & jump sync
Fix multiple proxy animation issues: stale graph Speed collapsing jog into walk, missing slow-walk/jog tiers, and jump takeoff/landing not playing. Key changes:

- Prefer position-derived movementSpeed when animationGraphSpeed is missing/stale (ResolveLocomotionGraphSpeed) and fall back to graph Speed only when it agrees within a tolerance; sender now transmits movementSpeed when local graph read is 0 and TryReadLocalAnimationGraphSpeed falls back to SpeedSmoothed.
- Introduce locomotion tiers (Walk/Jog/Run) with ComputeLocomotionTier and sync ints (iSyncWalkRun/iSyncLocomotionSpeed/iSyncJumpState) to the graph; fire corresponding tier events when starting or changing tier.
- Fix proxy motion application: persist per-proxy velocity and worldDelta so the Update hook does not zero-out controller motion; use measured frame motion to drive animation when network flags are sparse.
- Restore correct jump behavior: fire MT/weapon-compatible jump events for takeoff and landing (JumpUp/JumpStartFrom*/jumpLand/jumpLandTo*), clear bInJumpState on landing and remove the extra proxy-side jump hold so landings exit the jump loop.
- Misc: add constants and thresholds for tier/run/walk/run-land decisions and update logs to include tier labels.

Files updated: plugin/include/F4TProxyAnimationSync.h, plugin/src/F4TProxyAnimationSync.cpp, plugin/src/F4AnimationDescriptor.cpp, plugin/src/F4TProxyPuppet.cpp, plugin/src/F4TProxyActorController.cpp, plugin/src/main.cpp, and docs/dev-log.md.
2026-06-05 15:48:16 +12:00
andrew 6a38e7226c Use authoritative FO4 animation variable names
Replace previously guessed graph variable names/types with the real FO4 humanoid movement behavior names (from MTBehavior.hkx) and update syncing logic accordingly. F4AnimationDescriptor now lists only the variables F4T drives (Speed, SpeedSmoothed, IsSprinting, bInJumpState, iIsInSneak) to avoid clobbering graph state; Direction is intentionally not written. Enable proxy sneak sync using the INT32 iIsInSneak, change SpeedSampled -> SpeedSmoothed, and update all Set/Get calls and diagnostic logging to the new names. Fix jump detection by relying on the actor IsJumping() API (removing the noisy vertical-speed heuristic that produced false positives and caused proxies to remain in jump state). Changes touch descriptor, proxy sync, puppet, main logic, and related docs to explain the rationale and testing notes.
2026-06-05 15:29:31 +12:00
andrew 5ba440ab5d Add crouch state and fix jump sync
Add isCrouching to network, state and animation systems; enable proxy jump syncing with a jump-hold debounce and update animation descriptor and server tooling.

Key changes:
- Networking: F4TNetworking.h/cpp: added a_isCrouching, include "isCrouching" in transform packets and parsing, and logging.
- Remote state: F4TRemotePlayerState.h: added isCrouching field.
- Proxy animation: F4TProxyAnimationSync.*: added crouch fields, enabled jump sync, implemented ApplyJumpHoldState and jump hold timing, wrote crouch/jump bools into descriptors when available, updated event firing and logs.
- Animation descriptor: F4AnimationDescriptor.cpp: added isJumping and isCrouching to bool variable list.
- Local detection: main.cpp: added isCrouching in movement state, stubbed GetCrouchState(), adjusted jump hold timing and included crouch in outgoing transform calls.
- Server/dev tooling: server/dev_server_app.py, fake_client.py, fake_player.py, README.md: added crouch reporting, toggle UI/control and fake client support for crouch, and updated docs/logging.
- Docs: docs/dev-log.md updated with notes on jump/crouch fixes and testing.

Rationale: ensure remote players can report crouch state and make jump animations transition reliably by debouncing jump state on proxies and writing available graph bools; also provide dev-server controls and fake-client support for testing.
2026-06-05 14:22:17 +12:00
andrew 65553a0c61 Drive proxy cadence from measured motion
Tie proxy locomotion/cadence to actual per-frame movement and motion-feedback instead of only replaying transmitted Speed.

Changes:
- docs/dev-log.md: add detailed dev log describing measured-cadence fix and cadence/animationSpeed work.
- plugin/include/F4TProxyPuppet.h: added NiPoint3 include and new API: SetProxyLocomotionState, SetProxyDesiredSpeed (legacy alias), and ApplyProxyLocomotionFrame.
- plugin/lib/commonlibf4/include/RE/A/ActorMotionFeedbackOutput.h: new tentative struct for motion-feedback output.
- plugin/lib/commonlibf4/include/RE/Fallout.h: include new ActorMotionFeedbackOutput header.
- plugin/src/F4TProxyActorController.cpp: track per-frame timing/puppet state, compute frame delta, use proxy->Move() with measured frameDelta and call ApplyProxyLocomotionFrame (instead of SetPosition/Lerp-only), and pass measured graph speed/direction to proxy.
- plugin/src/F4TProxyAnimationSync.cpp: use SetProxyLocomotionState to include direction when writing proxy locomotion state.
- plugin/src/F4TProxyPuppet.cpp: introduce ProxyLocomotionState map, sync controller motion fields, compute/push engine motion-feedback (via Compute/Update feedback vtable calls), use UpdateNoAI + manual motion feedback to drive cadence, implement ApplyProxyLocomotionFrame which derives velocity from world delta, clamps/chooses feedback speed (uses measured horizontal speed unless provided graph speed is valid), applies an idle threshold (<8 u/s -> idle), and writes graph speed back to the animation graph.

Why: This makes foot cadence reflect on-screen translation (eliminating mild foot slide/stop-overstay) by measuring applied displacement each frame, updating controller velocity/motion-feedback, and re-asserting animation graph inputs after UpdateNoAI.
2026-06-04 21:39:26 +12:00