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.
Add a top-level changelog.md and update documentation guidance to require and describe its use. .cursor/rules/documentation-rules.mdc: expanded description and added sections for “Changelog vs Dev Log” and “Changelog Format” with Keep a Changelog guidance and an example. .cursor/rules/project-overview.mdc: reference changelog.md and clarify that docs/dev-log.md is for milestones, testing, and discoveries. changelog.md: new file with an [Unreleased] section and an initial 0.0.1 stub (notes that docs/changelog.md was moved).