Introduce ProxyMeshReadyForPresentation to treat partially loaded but visible proxy meshes as ready (avoids headless A-poses). Track lastObservedRemoteCellId on proxy slots and use it to detect remote cell changes so proxies can be restored or snapped when needed. Harden spawn lifecycle handling: reset stale promoted state, add/clear fields (pendingSpawnHandle, spawnAttempted, spawnFailed, lifecycleState, holdReason, visibility flags) and ensure slots are properly reinitialized. Replace ProxyHasLoaded3D checks with the new readiness check in animation sync and movement updates. Also publish an initial transform (including cell/worldspace info) immediately on connect so host/client can resolve same-cell placements without waiting for movement.
Add a hover system to restore :hover-like behavior for custom UI elements in the CommonwealthOnline view. Changes include:
- plugin/src/F4TPrismaUI.cpp: add SyncBrowserHover() which reads the native cursor position, converts it to client coordinates, and invokes a JS update on the server browser view; register a periodic task to call SyncBrowserHover every other tick.
- ui/views/CommonwealthOnline/browser/components/hover.js: new component that tracks pointer position, determines hovered targets using a selector list, and applies/removes a .hovered class; exposes bind(), updateFromPoint(), and clear().
- ui/views/CommonwealthOnline/browser/app.js & index.html: include and bind the new hover component during UI initialization.
- ui/views/CommonwealthOnline/browser/styles.css: add .hovered variants and transitions for nav items, buttons, rows, and filter controls to match hover visuals.
- steam_interfaces.txt: add a list of Steam interface version strings (new file).
Purpose: ensure custom buttons/rows that don't receive native :hover updates from the renderer get visible hover feedback by syncing the native cursor into the web UI and toggling a .hovered class.
Add several new 3D assets for the creation kit: 109-Entrance-Test.fbx (stored via Git LFS), FurnitureMarkerSit.obj with its FurnitureMarkerSit.mtl (exported with NifSkope), Vault95Exterior.fbx, and VaultGearRoom assets including Vault109Exterior.fbx, Vault109Exterior.nif, and Vault109ExteriorCOL.obj/.mtl (collision mesh and material). These files provide exterior and furniture geometry for the Vault 109 area.
Add new wall mural assets (creation-kit/assets/WallMurals/VltWallFree01.obj and .mtl). Remove Substance Painter lock for the double-sided bench and update its NIF mesh (CO_VltDoubleSidedBench01.nif). Update creation-kit/esp/CommonwealthOnline_Vault109.esp (binary) to include or reflect these asset changes.
Add a complete DoubleSidedBench asset set: Blender source files, OBJ/MTL, Fallout 4 NIF and BGSM material files, many textures (DDS/PNG), decals and exports, and painter lock/spp LFS pointers. Remove legacy CO_DoubleSidedBench.fbx and duplicate FBX/spp files. Also reorganize VaultLeather textures into a VaultLeather subfolder and update related .blend and .spp files.
Add DoubleSidedBench assets to creation-kit/assets/DoubleSidedBench: the FBX model (CO_DoubleSidedBench2.fbx) and associated .spp file are added as Git LFS pointers, along with the Blender source file (DoubleSidedBench.blend) and its autosave/backup (DoubleSidedBench.blend1). These files provide the new double-sided bench model and source for the creation kit.
Add a new DoubleSidedBench asset to creation-kit/assets. Includes model files (CO_DoubleSidedBench.fbx, CO_DoubleSidedBench.mb, CO_DoubleSidedBench.spp), three reference images (concept, top plan, isometric technical), and two textures (VaultLeather diffuse and VaultLeather normal). These provide the mesh, scene/project files, visual references, and material maps for the Vault bench prop.
Add Ronin's Vault Workshop wide door assets: material files (BGSM, alpha), glass shader (BGEM), NIF mesh, and diffuse/normal/specular DDS textures for RVP_VltWorkshopWideDoor01. Update CommonwealthOnline_Vault109.esp to include/integrate the new door assets.
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.
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.
Adds a new plugin file creation-kit/esp/CommonwealthOnline_Vault109.esp and updates the existing binary creation-kit/esp/CommonwealthOnline.esp. The change introduces a Vault 109-specific ESP alongside an updated main CommonwealthOnline ESP binary, likely to add or modify in-game records/assets for that location.
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.
Introduce server validation and a session launch flow with persistent server profiles.
- Add ConnectAndValidateServer to Networking to validate handshake/timeouts and return human-friendly errors; avoid auto-connecting in transform send path and remove unconditional local connect on startup.
- Add ServerProfileStore (header + implementation) to persist server->saveFile bindings under Documents/My Games/.../CommonwealthOnline/server-profiles.json with thread-safe load/save, lookup, touch and bind operations.
- Add SessionLaunch (header + implementation) to handle launching validated sessions, first-time join flow (auto coc to SanctuaryExt, character creation menus, save binding), F4SE message handling and periodic Update processing.
- Update ServerBrowserBridge to parse/validate ports, use ConnectAndValidateServer, display joinLoading UI events, schedule validated session launch on the game task thread, and centralize join success/failure handling.
- Wire SessionLaunch into main.cpp (update loop and F4SE message hook).
- Improve direct-connect UI in app.js with client-side validation, port parsing, and handling of joinLoading events.
These changes provide better connection validation, user feedback during joins, and automatic handling for first-time server joins with persistence of associated saves.
Introduce runtime-driven UI theming for the server browser
- Expose PushUITheme() in F4TServerBrowserBridge and implement ColorToJson + PushUIThemeInternal to serialize HUD colors and invoke a JS hook.
- Call PushUITheme on UI initialization and when the browser is shown so the webview receives current HUD colors.
- Add frontend handler for "uiTheme" in app.js and a new components/theme.js that implements window.applyCoTheme to set CSS vars and tint the cursor SVG.
- Update styles.css to use RGB component CSS variables (--co-r/--co-g/--co-b and background equivalents) so colors can be overridden at runtime.
- Update index.html to include the new theme script and tweak cursor SVG stroke width; cursor asset updated as well.
This enables the plugin to synchronize the in-game HUD colors with the browser UI dynamically.
Add EnsureMainMenuMainState to try returning the main menu to MAIN_STATE by repeatedly invoking onCancelPress (up to 12 attempts with args true,false). Modify OpenMultiplayerMenu to early-return on null, call the new helper and log a warning if it cannot restore MAIN_STATE before proceeding, and preserve the existing uiMovie handling.
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.
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.
Add F4MouseCursor.png and F4MouseCursor.svg assets and wire up a CSS variable (--co-cursor) to use the custom cursor in the browser. Update styles.css to apply the cursor variable to body and interactive elements. Modify deploy-all.bat to create %PRISMA_ROOT%\misc and copy the PNG to %PRISMA_ROOT%\misc\cursor.png at deploy time, with a warning if the file is missing. This enables a consistent custom cursor for the PrismaUI_F4 runtime (runtime reads misc\cursor.png) while still providing a browser CSS fallback.
Rework the CommonwealthOnline browser UI: restructure HTML into a nav + subpanel layout, add SVG/PNG/font assets and new sprites, and overhaul styles with a new font-face and refreshed color/spacing variables. Refactor components: tabs use a left nav list; filters extraction (renderRow) and reset focus handling; direct-connect renders into a dedicated container; server-list switched to compact row layout and adds a scroll indicator; server-details now uses a preview area and simplified preview/stats rendering. Update app logic: adjust focus zone handling (nextFocusZone), limit zones per tab, update connection status/count display, and avoid rendering details for direct-connect. Overall changes improve responsiveness, visual hierarchy, and focus/navigation behavior.
Integrate a PrismaUI_F4-based HTML server browser and related tooling. Adds a ThirdParty submodule (framework-F4-Conversion), UI views (CommonwealthOnline browser HTML/JS/CSS), and multiple plugin headers/sources to bridge PrismaUI/Scaleform, handle menu input, and manage server browser data and actions (mock server list, join/connect flow).
Key changes:
- New build/deploy scripts: build-prismaui.bat, build-all.bat, deploy-all.bat, deploy-ui.bat and a PowerShell helper for linking the Ultralight SDK (ULTRALIGHT_SDK_PATH, default F:\\UltralightSDK).
- Plugin additions: F4TPrismaUI, F4TScaleformUI, F4TServerBrowserBridge, F4TServerBrowserData, F4TMenuInput, F4TDebugOverlay and implementations to create/show/hide the HTML view, forward controller input, register Scaleform functions (openManager/closeManager), and push UI events.
- Networking: add ConnectToServer(host,port) and keep ConnectToLocalServer() as wrapper; update connection logs and error handling.
- Main menu SWF/AS updates: updated MainMenu.swf and MainMenu.as to call closeManager() when leaving multiplayer and to integrate open/close hooks.
- Documentation: plugin/setup.md updated with PrismaUI build/deploy instructions.
- Removed Main_ModManager.swf (deleted).
Primary intent: provide an in-game HTML server browser (toggleable with F9 or Scaleform calls), wire up controller input, and add build/deploy workflow for PrismaUI/Ultralight so developers can build and deploy the UI and plugin together. Mock server data is used for now; network join/connect plumbing is provided for local/dev servers.
Track and recover runtime proxy actors when their 3D meshes unload and reload. Adds slot flags (proxyObservedLoaded3D, proxyPending3DRecovery, proxy3DResetQueued), MaintainRuntimeProxy3DState and RecoverRuntimeProxyAfter3DReload to defer animation/puppet updates while mesh is missing, queue Reset3D and restore animation/locomotion state once fully loaded. Integrates checks throughout controller logic to skip smoothing/updates for proxies without 3D and updates slot initialization/reset. Also prevents puppet-driven motion/graph speed writes when the actor's 3D is unloaded to avoid corrupted PlaceAtMe proxies, with logging for diagnostics.
Add a ProxyGameAPI (F4TProxyGameAPI.h/.cpp) exposing PositionRemoteActor which centralizes positioning logic, play-space resolution, MoveRefrToPosition-style moves, and 20Hz throttling bypass for forced moves. Replace ad-hoc SetPosition/SetHeading calls across the proxy controller to use the new API, ensuring correct cell/worldspace migration, logging, and move-rate throttling.
Introduce support for Creation Kit placed proxy refs: detect CK-placed proxies by editor ID prefix or base form, populate a per-cell proxy pool, and prefer assigning CK-placed proxies for runtime remotes (with fallbacks). Update proxy spawn/holding logic (skip smooth frame once, handle settle states, preserve/reuse CK pool entries) and improve worldspace/cell mismatch checks to avoid incorrect movement across play spaces.
Other changes: add CommonwealthOnline.esp resource file, update setup.md with the new local FormID (0x002666) for COPlayerProxy, enable animation sync gating to require loaded 3D, and small logging/message improvements.
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.
Add interpolation for remote proxy rotation and conditional snapping logic. Introduces kProxyRotationLerpAlpha and a ShouldSnapRemoteMovement declaration, and uses LerpRotation to smoothly apply headings for non-slot proxies (and slot-backed proxies in frame smoothing) unless movement type or large drift forces a snap. Adds a kLargeDriftSnapDistance threshold and threads a computed headingToApply through proxy locomotion/animation calls. Also updates the informational log to mention rotation lerp and removes an unused void cast.
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.
Add prebuilt Visual C++ x64 (vc11) Release object files and associated build tlog metadata under ThirdParty/common and ThirdParty/xse_common. The changes introduce multiple .obj files for common interfaces (IBufferStream, IDataStream, IDebugLog, IDirectoryIterator, IErrors, IEvent, IFileStream, IInterlockedLong, IMutex, IPrefix, ISegmentStream, ISingleton, ITimer, ITypes) and tlog files (CL.*, Lib.*, Cl.items.tlog, common_vc11.lastbuildstate) including an unsuccessfulbuild marker for xse_common. These are generated build artifacts capturing the last build state and compilation records.
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.
Handle remote jump state more robustly and avoid locomotion graph clobbering. Changes: detect jumping early in ActorController and short-circuit to apply jump animation/state; suppress locomotion (Speed/Sprint) while airborne and keep graphSpeed for landing-tier selection; add ApplyJumpStateToGraph helper to set jump vars; only write bulk descriptor fields when not airborne to avoid stomping jump graph; change snapshot writes so in-jump vars are not overwritten by descriptor bulk writes; reorder and refine jump/movement event logic so jump start/up/down/land are handled before locomotion tier events and preserve the pre-jump locomotion tier for landing transitions; ensure graph updates are applied while jumping; set puppet locomotion speed to -1 when jumping or idle so the engine's idle speed remains; and increase the network jump hold duration from 200ms to 400ms. These changes prevent missed/incorrect jump animations and improve landing clip selection.
Add explicit motion-driven animation sync and strengthen moving logic to reduce desyncs. Initialize puppetGraphSpeed and reset applied animation state for non-moving puppets on restore. Introduce SyncProxyAnimationFromMotion to drive proxy animation from measured per-frame speed (with a 8.0F threshold) and to clear puppet graph speed when the remote isn't locomoting. Replace previous inline motion/graph merge logic in ApplySmoothFrameMovement with this helper. In F4TProxyAnimationSync, make isMoving authoritative (require both isMoving flag and movementSpeed >= idle threshold) and clear movingHoldUntil when the remote is not moving to avoid stale hold states.
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.
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.
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.
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.
Introduce a puppet vtable hook to preserve networked locomotion Speed and fix proxy cadence. Added F4TProxyPuppet (header + impl) which installs an Actor::Update hook that writes the desired graph Speed and calls UpdateNoAI for proxy actors so the engine does not recompute/zero Speed from controller velocity. Publish active proxy FormIDs and per-proxy desired speeds so the hook targets only proxy actors.
Wire animationGraphSpeed through networking: parse/send a new "animationGraphSpeed" field and store it on RemotePlayerState. Proxy animation sync now prefers the authoritative animationGraphSpeed when present, otherwise maps movementSpeed ~1:1 to graph Speed (with sprint floor and clamping). Added graph variables speedSampled/speedDamped alongside Speed and updated snapshot population and diagnostics. Removed character-controller velocity injection (was causing physics/animation conflicts) and adjusted proxy movement logic to rely on graph variables plus kinematic SetPosition.
Also: Publish puppet diagnostics from the controller, add sender-side local graph speed read diagnostic, update fake_player to compute and send animationGraphSpeed, and append detailed dev-log entries describing the root cause, diagnostics, and fixes. Build and runtime diagnostics added to verify hook behavior and cadence changes.
Add a short "moving" hold to reduce flicker when movement briefly stops. Introduces a 300ms stop-hold for both proxy animation sync and local player movement sampling: add chrono include and movingHoldUntil to ProxyAppliedAnimationState, a kProxyMovingStopHoldDuration constant, ApplyMovingHoldState and BuildDebouncedDesiredState in F4TProxyAnimationSync, and replace direct desired-state usage with the debounced version. In main.cpp add kMovementStopHoldDuration, ResolveMovementHoldState, refactor BuildPlayerMovementState, add an overloaded GetPlayerMovementState, and separate debug vs network sampling (with separate movingHoldUntil variables) so logging uses per-frame debug state while network sends use the debounced network state. Also gate diagnostic logging behind a flag. These changes aim to stabilize isMoving/isSprinting transitions and avoid rapid toggles between frames and network updates.
Add runtime velocity injection to the proxy character controller so the engine has velocity available when evaluating animation graphs (accessed via Actor::currentProcess->middleHigh->charController). Introduce animation graph event constants, TrySendGraphEvent helper, and SendLocomotionTransitionEvents to fire move/sprint/sneak start/stop events on state transitions (with diagnostic logging). Call SendLocomotionTransitionEvents before applying the new graph state so FSM transitions are driven correctly. Respect compile-time flags (kEnableProxyLocomotionSync, kEnableProxySneakSync).
Introduce a waypoint-based interpolation system and integrate it into the proxy actor controller. Added F4T::InterpolationSystem (header + implementation) with TimePoint, InterpolationComponent, Lerp helpers and Update() logic. Integrates per-slot InterpolationComponent into F4TProxyActorController, switches to kinematic SetPosition-based smoothing (per-frame Lerp with snap thresholds) and removes character-controller velocity injection to prevent drift; also clears waypoints on hard snaps and uses steady_clock for timing. Added a descriptor-based bulk animation write (ApplyDesiredStateToGraphDescriptorBased) in ProxyAnimationSync for efficient graph variable updates with failure logging. Also included testing and debugging docs (phase2-interpolation-testing.md and phase2-interpolation-debugging.md) and flipped some debug flags to false.
Fix proxy orbiting and improve motion/visibility handling.
- Capture a per-slot visibleDebugAnchorPosition (reset on reassignment) to keep pre-placed proxies visually stable and avoid orbiting when the local player moves.
- Remove the debug +20Z offset so pre-placed actors remain grounded.
- Add GetRuntimeProxyVisibleTargetPosition to compute a stable visible target (anchored base + scaled remote delta).
- Replace teleport-heavy updates with smooth movement: add InjectProxyMovementVelocity to publish velocity into bhkCharacterController, call Actor::Move() per-frame and inject velocity for animation blending.
- Prefer reusing pre-placed pool proxies before attempting dynamic spawn.
- Implement dynamic spawn via NEW_REFR_DATA / TESDataHandler::CreateReferenceAtLocation, apply debug visibility to spawned actors, and store handles in the dynamic pool.
- Harden debug visibility setup: explicitly enable/disable 3D, alpha, display geometry, set 3D update flags and queue a TaskQueueInterface 3D update; expand debug logging.
- Remove unsafe currentProcess target-clearing code and other minor cleanups.
- Add dev-log entries describing Phase 6 debugging and fixes.
- Made F4AnimationDescriptor constructor public
- Fixed logging macros by using std::string_view and renaming helpers
- Fixed int32_t/uint32_t type mismatch in animation variable reads/writes
- Disabled actor state flag setting (needs bitfield mapping in Phase 7)
- Disabled dynamic spawn APIs pending CommonLibF4 verification (Phase 7)
- Added move semantics to RemoteActionQueue for ProxyActorSlot
Build status: clean compilation, Phase 6 testing ready with pre-placed proxies
Co-authored-by: Cursor <cursoragent@cursor.com>
Add comprehensive Phase 6 documentation and testing artifacts: a high-level PHASES-1-6 summary, a Phase 6 quick-start checklist, and a detailed Phase 6 testing & iteration guide. Also append a Phase 6 entry to docs/dev-log.md describing the testing framework, test cases (including the critical velocity→animation test), success criteria, and next steps for in-game validation. These docs prepare the repo for Phase 6 in-game testing and outline debugging, performance benchmarks, and iteration procedures.
Add a RemoteActionComponent (header + impl) implementing RemoteActionSnapshot and RemoteActionQueue to capture, queue (max 16) and replay discrete remote actions with comprehensive logging. Integrate the action queue into ProxyActorSlot by including the new header and adding an actionQueue member. Replace string-based per-frame animation writes with a descriptor-based bulk sync function (ApplyProxyAnimationFromRemoteStateDescriptorBased) that builds indexed AnimationVariableSnapshot and calls descriptor.LoadAnimationVariablesToCache for a single bulk write (reduces string lookups and improves performance). Update docs/dev-log with Phase 5 summary and details of the action replay and descriptor-based animation sync changes.