Commit Graph
176 Commits
Author SHA1 Message Date
andrew aef7ba8d0f Establish project licensing
Add MPL 2.0 license for source code and establish licensing framework for assets. Includes contributor certification requirements and clarifications about third-party dependencies and Bethesda intellectual property.
Website
2026-07-11 15:52:26 +12:00
andrew 52212ef7b1 Update README.md 2026-07-10 21:50:52 +12:00
andrew 1ea4131196 Add clear AI use statement 2026-07-10 17:43:09 +12:00
andrew 5b031975d0 Repo Cleanup 2026-07-10 17:30:10 +12:00
andrew ca92123cd9 Update CommonwealthOnline_Vault109.esp 2026-07-10 16:53:06 +12:00
andrew b4eaa55344 Create commonwealth-server.json 2026-07-09 21:21:54 +12:00
andrewandCursor 5d9d88806c Add Qt6 DLL deployment script and deployment guide
- Created deploy.bat to copy required Qt6 runtime DLLs
- Copies platforms, styles, and imageformats plugins
- Auto-detects Qt6 installation at common paths
- Creates portable application ready for distribution

- Added DEPLOYMENT.md comprehensive guide covering:
  - First-time setup (run deploy.bat)
  - Running the application
  - Distributing to other machines
  - Creating portable packages
  - Troubleshooting common issues
  - Performance notes

The application is now fully deployable:
1. Build with build.bat
2. Deploy DLLs with deploy.bat
3. Distribute entire Release folder to users

No Visual Studio or Qt installation needed on target machines!

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 21:20:50 +12:00
andrewandCursor 2487bb282d Fix Qt6.11 compatibility and complete GUI build
- Updated build.bat to detect Qt6.11.1 and Qt6.10.2 installations
- Added find-qt.bat helper script to locate Qt6 on system
- Fixed CMakeLists.txt to remove app.rc requirement
- Fixed QDateTime::currentTime() -> currentDateTime() for Qt6
- Added missing #include <QCloseEvent> in MainWindow.cpp
- Fixed QFileInfo includes in ServerProcess.cpp
- Replaced complex QOverload signal connections with SIGNAL/SLOT macros
- Fixed emit error() ambiguity by using this->error()
- Successfully builds CommonwealthOnlineHost.exe with Qt6.11.1

Build was blocked because:
1. CMake couldn't find Qt6 at standard locations
2. Qt6.11.1 uses different signal/slot APIs than documented
3. Missing header includes for Qt6 compatibility

Solutions applied:
- Auto-detection now checks C:\Qt\6.11.1 and 6.10.2
- Simplified connections to use SIGNAL/SLOT string-based syntax
- All missing headers now included
- Added find-qt.bat for manual Qt discovery

Executable now builds successfully!

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 21:18:08 +12:00
andrewandCursor 22bbfceeb8 Add Qt6 setup helpers and comprehensive build instructions
- Improved build.bat with auto-detection of Qt6 installation
  - Checks common Qt6 paths automatically
  - Provides helpful error messages with paths to check
  - Works with Qt6.4 through Qt6.8

- Added check-setup.bat verification script
  - Verifies CMake, Visual Studio 2022, and Qt6 installation
  - Reports found/missing prerequisites
  - Quick setup validation before building

- Added comprehensive SETUP.md documentation
  - Quick 3-step setup guide
  - Detailed manual setup instructions
  - Qt6 download and installation steps
  - Troubleshooting for common issues
  - Manual CMake command reference
  - Environment variable setup

- Updated README.md
  - Links to SETUP.md for first-time users
  - Quick build instructions
  - Clear prerequisites with download links
  - Better organized for both quick and manual builds

Fixes CMake Qt6 detection errors by:
1. Auto-searching common Qt6 installation paths
2. Providing fallback manual build instructions
3. Detecting missing prerequisites with helpful links

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 20:55:44 +12:00
andrewandCursor 911ee1aca8 Add Qt GUI implementation summary and architecture documentation
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 20:53:51 +12:00
andrewandCursor 98266ec235 Add native C++ Qt6 GUI host application
Introduce production-grade desktop GUI for hosting Commonwealth Online servers.

Features:
- Native C++ Qt6 application with minimal dependencies
- Start/stop server buttons with live status indicator
- Real-time stats display (uptime, clients, packet counts)
- Live connected clients table
- Server log viewer with timestamps
- Fallout 4-inspired dark theme (amber/green accents)
- Subprocess management (server independent of GUI)
- Auto-detection of Python and server directory
- Professional error handling and graceful shutdown

Architecture:
- MainWindow: Qt UI components and layout
- ServerProcess: Manages Python relay subprocess
- Subprocess spawns consumer_server_cli.py
- Real-time log capture and parsing
- Qt signals/slots for UI updates

Build:
- CMake 3.20+ configuration
- Visual Studio 2022 MSVC compiler
- Qt6.4+ required
- Windows 10+ target
- build.bat script for easy compilation

Project structure:
- src/main.cpp - entry point
- src/MainWindow.h/cpp - main UI window
- src/ServerProcess.h/cpp - subprocess and IPC layer
- src/resources/ - Qt resources and icons
- CMakeLists.txt - Qt6 build config
- build.bat - Windows build script
- README.md - user guide
- DEVELOPMENT.md - developer guide

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 20:53:16 +12:00
andrewandCursor a30690cc9f Add port troubleshooting reference guide
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 20:47:02 +12:00
andrewandCursor 9482fc3c5f Add port troubleshooting and fix script
- Add fix-port.bat to handle 'port already in use' errors
- Detect blocking process and kill it, or prompt to use different port
- Updated start.bat to detect startup failures and offer fix
- Updated README.md with troubleshooting guide for port conflicts

Users can now easily resolve port 7777 conflicts by running fix-port.bat
or using --port override on the CLI.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-09 20:46:45 +12:00
andrewandCursor 7a3e0855b0 Add consumer server CLI with Typer + Rich and Windows launcher
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>
2026-07-09 20:44:40 +12:00
andrew 25e75b5426 Add exported Settings menu ActionScript assets
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.
2026-07-07 23:02:14 +12:00
andrew 2a3e614a47 Add quit confirmation to main menu
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.
2026-07-07 22:33:33 +12:00
andrew 549c117818 Restyle server browser UI; hide overlay on join
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.
2026-07-07 17:43:52 +12:00
andrew 9447bc308f Embed server browser as main menu modal
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.
2026-07-07 17:35:15 +12:00
andrew 2961eb6512 Prevent title-screen OS cursor trampoline
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.
2026-07-07 17:11:52 +12:00
andrew c957c117c0 Fix trampoline crash by replacing MenuCursor hooks
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.
2026-07-07 14:44:40 +12:00
andrew f1635948ee Add custom main-menu overlay & input routing
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.
2026-07-06 17:47:57 +12:00
andrew 980944f4ba Create Commonwealth-Online.code-workspace 2026-07-06 15:46:22 +12:00
andrew c3f5afe7f6 Consolidate shared UI assets
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.
2026-07-05 22:46:38 +12:00
andrew 8acdb4f555 Extract reusable settings UI
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.
2026-07-05 21:30:52 +12:00
andrew 1af6bbd3d2 Pause menu map: smooth zoom and pan with inertia
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.
2026-07-04 23:27:02 +12:00
andrew 0a07c502c1 Add data-driven pause menu settings view
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.
2026-07-04 21:45:55 +12:00
andrew fb808a19df Add Fallout 4 map marker assets
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.
2026-07-04 18:17:56 +12:00
andrew 38b6011de8 Pause menu: shared map blur, PC back, Xbox glyphs
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.
2026-07-04 17:41:29 +12:00
andrew 7c1346c95d Remove menu icons and refactor pause menu defaults
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.
2026-07-03 23:20:45 +12:00
andrew ee6ba81b28 Update script.js 2026-07-03 23:10:30 +12:00
andrew db5e50c7fd Add pause menu concept prototype
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.
2026-07-03 23:04:39 +12:00
andrew 153dfe525c Rewrite README for current project stage
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.
2026-07-03 15:17:06 +12:00
andrew 981f8891e4 Add Commonwealth Online branding assets
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.
2026-07-03 15:05:54 +12:00
andrew 80f95c748e Add project comparison docs
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.
2026-07-02 17:43:51 +12:00
andrew 89c3e82554 Implement proxy weapon animation sync for ranged guns
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.
2026-07-02 17:23:09 +12:00
andrew a6d4cc2ba6 Use console commands to start MQ102 on Vault exit
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.
2026-06-30 22:46:06 +12:00
andrewandCursor 771f855f89 Add automatic quest start for Out of Time (MQ102) on COVault109 exit
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>
2026-06-30 22:33:21 +12:00
andrew d328bfb647 Add complexionFormId to appearance payload
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.
2026-06-30 22:20:44 +12:00
andrew 76fd8772bd Add appearance tint syncing (appearance v3)
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.
2026-06-30 22:07:49 +12:00
andrew 5b54db64d4 Character Appearance Phase 1 Done
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.
2026-06-30 17:37:02 +12:00
andrew 8ff1a90fa5 Revert "Add Pip-Boy state to transform sync"
This reverts commit 4ed671464e.
2026-06-30 16:59:42 +12:00
andrew 683feabb77 Revert "Handle Vault 109 quest handoff"
This reverts commit 6fdc63c36d.
2026-06-30 16:59:34 +12:00
andrew 6fdc63c36d Handle Vault 109 quest handoff
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.
2026-06-30 16:21:30 +12:00
andrew 4ed671464e Add Pip-Boy state to transform sync
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.
2026-06-30 16:00:07 +12:00
andrew 4b8f5246c4 Add appearance sync and late-join replay
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.
2026-06-29 16:46:50 +12:00
andrew ad7f287899 Add optional apparel sync (equippedItems)
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.
2026-06-29 16:02:03 +12:00
andrew d0649667f7 Harden runtime proxy adoption
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.
2026-06-29 15:37:05 +12:00
andrew b505477e08 Add COVault109 solo-cell handling
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.
2026-06-29 14:46:11 +12:00
andrew aefeb8b51f Add Papyrus build and staging
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.
2026-06-28 22:09:00 +12:00
andrew 37d6afbd5a Improve first-time Looks menu face framing
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.
2026-06-28 21:31:15 +12:00