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.
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.
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.
Add detailed design and implementation scaffolding for TiltedEvolution-style animation synchronization. New documentation: animation-architecture-alignment.md, animation-sync-analysis.md, f4-animation-descriptor.md, phase1-3-completion-report.md and updates to dev-log.md describing Phase 1-3 progress. Plugin: introduce F4AnimationDescriptor (plugin/include/F4AnimationDescriptor.h, plugin/src/F4AnimationDescriptor.cpp) and extend remote state handling (plugin/include/F4TRemotePlayerState.h). Integrate protocol/state extensions and refactor points: plugin/src/F4TNetworking.cpp now parses optional actorStateFlags and actionEvents; proxy controller and animation sync files (F4TProxyActorController.cpp, F4TProxyAnimationSync.cpp) updated to support descriptor-based bulk variable snapshots and actor state replication. Server/tools: update server/dev_server_app.py and server/fake_client.py to handle and display the new optional fields. These changes are additive and backward-compatible and set up phases for action capture, dynamic proxy spawn, and action-replay integration.