Introduce production-ready CLI for hosting Commonwealth Online servers in
cloud and on-premises environments.
Features:
- Server orchestration service (server_service.py) wrapping relay lifecycle
- JSON configuration system (config.py) for hosted deployments
- Typer+Rich CLI (consumer_server_cli.py) with serve/status/clients/world commands
- Windows launcher (start.bat) for one-click server startup
- Auto-detection of LAN addresses and dependency installation
- Machine-readable JSON output for monitoring and automation
Cli commands:
serve - Start server with optional config overrides
status - Display server stats and packet counters
clients - List connected players
world time - Set in-game time for all clients
world weather - Set weather for all clients
config init - Generate default configuration file
Documentation:
- Updated docs/setup.md with CLI quick-start guide
- Added server/README.md with usage instructions
- Updated changelog and dev-log with test results
Testing: - Verified config generation and loading
- Verified server startup banner and LAN detection
- Verified fake client connection and welcome packet
- Verified CLI help and command routing
Co-authored-by: Cursor <cursoragent@cursor.com>
Adds the generated Settings UI export under `Interface/exported/scripts/Settings`, including embedded symbol wrappers for main menu panels, list components, and option entries. This introduces the new `SettingsOptionItem`, `SettingsList`, and category list entry classes, plus the corresponding `assets.swf` bundle needed to back these symbols at runtime.
Implement a quit confirmation dialog that appears when the QUIT button is selected on the main menu. The dialog displays 'EXIT GAME?' with YES/NO options. YES sends a coAction quit request to the plugin, which hides the overlay, disconnects any active server session, and sets RE::Main::quitGame to exit the game. NO returns to the main menu. Includes full keyboard (arrow keys, Enter, Escape), gamepad (dpad, A/B buttons), and mouse support. Default selection is NO.
Restyles the server browser to match main-menu/settings (Futura PT Demibold, amber/green palette, yellow selection bars, shared panel chrome), removes SVG border strips, and tweaks modal width/layout. Adds JS + C++ coordination so the custom main-menu overlay hides when a server join begins (C++ invokes onSessionLoading and calls HideMainMenu; CompleteJoinFailure restores the menu/browser). Controller glyph tint now derives from --co-amber. Updates changelog and dev-log; includes compiled Vault109 script update.
Refactors the browser UI into a reusable `CO_Browser.create()` module and adds embedded modal styling so MULTIPLAYER opens inside the main menu instead of swapping to a separate view. Updates main-menu JS/CSS to host, animate, and route input for the browser panel while keeping nav and prompts in sync. On the C++ side, PrismaUI now drives browser show/hide and event dispatch through the main menu view, and `ServerBrowserBridge::SetView()` was added so bridge events target the active host view.
Stop the title-screen from forcing the Windows cursor back into a small centered box while the Commonwealth Online overlay owns input. Changes:
- Intercept SetCursorPos and ClipCursor in the Fallout4.exe import table (IAT) and make them no-ops while the overlay owns the pointer.
- Hook MainMenu BSInputEventUser vtable cursor/mouse-move slots to consume events when custom menu input is captured.
- ReleaseMenuCursorConstraints(): clear constraints, unset forceOSCursorPos, expand cursor bounds to the full window, and clear OS ClipCursor. Re-assert each frame during AdvanceMovie.
- Add InstallCursorApiHooks() and wire it into PrismaUI init; add logging.
- Update changelog.md to document the fix. Binary compiled script and minor source formatting updated.
The previous MenuCursor detour hooks crashed at startup with 'REL/Trampoline.cpp: Failed to handle allocation request' because the plugin never allocated F4SE trampoline memory. Replaced detours with a MainMenu::AdvanceMovie vtable hook (which requires no trampoline) that re-expands cursor bounds immediately after vanilla title-screen parallax runs. Added UIAdvanceMenusFunctionCompleteEvent sink as additional safety net. Changed main menu disableFocusMenu to true to avoid fighting vanilla cursor/parallax state.
Integrates a PrismaUI full-screen main-menu overlay with input capture and a bridge to the server browser. Adds F4TMainMenuBridge and F4TMainMenuVanillaSettings stubs, exposes Show/Hide/IsMainMenuVisible/IsCustomMenuInputCaptured in F4TPrismaUI, and routes gamepad input via SetMainMenuActive in F4TMenuInput. MainMenuInject implements robust readiness checks with Bink/frame gating and disables legacy multiplayer-row injection (constexpr false). Fixes cursor clipping by clearing RE::MenuCursor constraints each frame and removes unsupported viewport meta from HTML. Adds window.CO_App/handleControllerInput stubs and updates docs/changelog.
Move common logo and controller glyphs into `ui/views/CommonwealthOnline/shared/` and update the pause menu, main menu, and browser glyph loader to use the shared paths. Also add a sync script and update deploy/staging scripts to copy controller icons once into the shared folder.
Move the Commonwealth Online settings screen into a shared module with its own data, styles, and controller API. The pause menu now mounts the reusable component, keeps the prompt bar behavior consistent, and animates the panel open/close with a subtler transition.
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.
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.
Adds the Fallout 4 map marker icon manifest plus the exported marker PNGs used by the UI. The manifest maps marker names to discovered/undiscovered/default icons and records unmapped sheet icons.
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.
Remove SVG icons from all pause menu items and their associated styles. Change default menu selection from MAP to none, and remove mouseenter selection behavior. Add Futura PT Demibold font and update typography. Remove HUD circle gradient effect from background.
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.
Restructured root README to better reflect Commonwealth Online's current state as a functional multiplayer foundation. Changes include: organized status section (working/in-progress/planned/out-of-scope), architecture summary with diagram, developer quick start, updated requirements table, honest scale limits (4 visible proxies vs 16+ design target), and aligned legal/license sections with LICENSE file. Improves clarity for both new contributors and potential users.
Adds a new Branding directory with official Commonwealth Online logo files (SVG, PNG, and Illustrator source), including separate wordmark and icon variants. Updates README.md to display the new SVG logo in a centered hero banner, replacing the plain text heading for stronger project branding.
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.
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.
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.
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>
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.