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.
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.
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.
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.
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.
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.
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.