Commit Graph
146 Commits
Author SHA1 Message Date
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
andrew 2f37feb5b7 Restore LooksMenu camera state
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.
2026-06-28 18:59:59 +12:00
andrew 22394a77ff Improve Vault109 chargen flow and LooksMenu handling
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.
2026-06-28 17:39:47 +12:00
andrew b02c183ea9 Add vault door mesh and update Vault 109 mod
Add WorkshopVaultExteriorGearDoor01 mesh asset and update the CommonwealthOnline_Vault109 plugin to reference the new vault door model.
2026-06-27 22:27:58 +12:00
andrew 364531acc5 Update CommonwealthOnline_Vault109.esp 2026-06-27 21:15:32 +12:00
andrew d553e9761c Update CommonwealthOnline_Vault109.esp 2026-06-27 20:32:05 +12:00
andrew 904394999a Start first-time join in COVault109 and trigger quest
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.
2026-06-26 17:59:57 +12:00
andrew 8772e024f8 Improve server profile resolution and save handling
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.
2026-06-26 15:29:16 +12:00
andrew 442cc06020 Update CommonwealthOnline_Vault109.esp 2026-06-25 17:14:54 +12:00
andrew 77751c69f7 Use world-state host for server weather actions
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.
2026-06-25 10:48:18 +12:00
andrew c4466718a3 Convert HHmm to Fallout game-hour float
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.
2026-06-24 12:34:18 +12:00
andrew 1493e68349 Fix GUI weather: valid IDs, defer & reset
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.
2026-06-24 12:26:55 +12:00
andrew 4c17e70620 Add serverWorldState packet and GUI controls
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.
2026-06-23 23:03:34 +12:00
andrew 70933db6e5 Event-driven world time sync (timeSync flag)
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.
2026-06-23 15:55:05 +12:00
andrew 87a264da80 Add changelog and update documentation rules
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).
2026-06-23 15:35:05 +12:00
andrew d67d39d30c Mark install tests as completed
Update ROADMAP.md to check off four installation/test checklist items: Clean install test, Mod Organizer 2 install test, Second-machine install test, and Steam Deck or LAN client test package.
2026-06-22 22:08:27 +12:00
andrew 22eb923682 Update ROADMAP.md 2026-06-22 22:06:15 +12:00
andrew 1480f0b584 Rewrite ROADMAP.md and add archived initial roadmap
Replace the phase-based ROADMAP.md with a vertical-slice focused "Commonwealth Online Roadmap" that documents current status (Working Internal Vertical Slice) and the new playable slices (Same-Cell Foundation, Multiplayer Menu, Player State/Animation MVP, World-State Sync, Internal Playtest Package, Small Session, Gameplay Experiments, and later items). The previous Phase 0-6 plan is preserved verbatim in docs/ROADMAP_2026_06_Initial.md for archival reference. The change pivots tracking from low-level bootstrap tasks to playable vertical slices and highlights completed internal milestones and remaining tests.
2026-06-22 22:02:35 +12:00
andrew 99595ef87c Add host-authoritative world-state sync
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.
2026-06-22 21:50:59 +12:00
andrew 9ceb6601ae Add LAN discovery and Local servers UI
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.
2026-06-22 15:53:17 +12:00
andrew 7efe407421 Add responsive UI scaling for server browser
Introduce resolution-aware UI scaling to keep fonts, glyphs, and panel chrome readable and aligned above 1920×1080. Adds a new components/layout.js that sets --co-ui-scale (baseline 1920×1080) on load/resize and exposes CO_Layout.update; index.html now loads it and app.js triggers updates onBrowserShown and on window resize. styles.css converts many fixed px values to calc()/em driven by --co-ui-scale, removes the old pixel-floor media queries and clamp caps, and scales borders, spacing, and font sizes. controller-glyphs.js multiplies glyph dimensions by the UI scale so controller icons grow correctly. Changes address small/drifting server browser content on high-res and ultrawide displays.
2026-06-18 15:51:42 +12:00
andrew 102acd3340 Add controller icon PNGs and tinting logic
Add per-platform controller PNGs and runtime tinting, hook them into prompts, and update deploy/stage scripts.

- Add many controller PNG assets under ui/Icons and copy them into browser/assets/icons on deploy/stage.
- New controller-glyphs.js: image-based glyph renderer that tints white pixels to the UI color via a canvas pixel pass, caches results, and supports platform selection.
- New controller-icons.js: adapter that forwards rendering to controller-glyphs.
- Update controller-prompts.js to render icon glyphs (and include LB/RB tab-switch prompts) and call hydrate after rendering.
- Call CO_ControllerGlyphs.onThemeApplied from theme.js so glyphs re-tint when theme changes.
- Include new scripts in index.html and add CSS rules for glyph image sizing in styles.css.
- Update docs/dev-log.md describing the change and testing/next steps.

This change replaces previous inline/SVG glyph handling with individual PNG icons and adds deploy-time copying so the repo keeps a single source for controller icons.
2026-06-18 15:41:46 +12:00
andrew 1353e5a52c Gamepad-aware cursor handling in server browser
Add gamepad-aware pointer handling so the server browser hides the mouse cursor when a controller is connected and only shows it after mouse movement/click. Changes include:

- PrismaUI: track browser pointer mode, prefer gamepad detection, suppress native CursorMenu/MenuCursor when in gamepad mode, unfocus the Ultralight view to prevent PrismaUI drawing its cursor, and restore pointer mode on mouse activity. Integrate pointer-mode initialization on browser show and call PollGamepad + UpdateBrowserPointerMode in the permanent task loop.
- MenuInput: expose IsGamepadConnected(), provide PollGamepad() wrapper and simplify Register() logging.
- UI: add window.CO_App.setPointerMode to toggle a co-gamepad-mode class and clear hover state; add CSS to hide the HTML cursor when co-gamepad-mode is active.
- docs: add dev-log entries describing the PrismaUI Ultralight cursor fix and the new gamepad-aware server browser behavior.

These changes ensure consistent cursor behavior between mouse and controller input, prevent the Ultralight cursor from appearing in controller mode, and restore the cursor after mouse interaction.
2026-06-18 14:37:31 +12:00
andrew f720d35d2a Add controller support and safe main menu hooks
Enable gamepad navigation for the PrismaUI server browser and install MainMenu input hooks safely. Poll XInput each game-thread tick and forward button/stick changes to the browser (ForwardButtonEvent / ForwardThumbstickEvent), allocate an input-enable layer to suppress vanilla kMenu events while the browser is open, and register polling via the F4SE task interface. Replace direct vtable writes that caused a loading-screen crash with REL::Relocation::write_vfunc on the MainMenu BSInputEventUser secondary vtable and install OnButton/OnThumbstick hooks once at plugin Install(). Add MainMenu API to suppress inputEventHandling and call it when showing/hiding the browser. Also update PrismaUI browser JS to support controller focus for direct-connect, filter activation/cycling, improved controller prompts, and add CSS for focused direct-connect fields. Files touched include plugin/src/F4TMenuInput.cpp, plugin/src/F4TMainMenuInject.cpp, plugin/include headers, PrismaUI view JS/components, styles, and documentation.
2026-06-18 14:26:33 +12:00
andrew 3d14918ee8 Add staging step and reorganize assets
Add stage-mod.bat and update build scripts to stage the mod package instead of automatically deploying (build-all.bat now calls stage-mod.bat; build.bat prints plugin output path and packaging hint). Reorganize Creation Kit assets into DataFolder and RawAssets directories, add new mesh/texture files, and update CommonwealthOnline_Vault109.esp. Also include ancillary updates to deploy scripts, docs, and server code to reflect the new packaging workflow.
2026-06-17 23:03:30 +12:00
andrew f56b6cf113 Maintain runtime proxy frustum visibility
Add periodic nudging to restore proxy frustum visibility when a proxy is near the local player to prevent proxies from remaining invisible after a frustum cull. Introduce kRuntimeProxyVisibilityNudgeInterval and kRuntimeProxyForceVisibilityRange, track lastObservedProxyVisible on ProxyActorSlot, and add MaintainRuntimeProxyFrustumVisibility and NudgeProxyFrustumVisibilityIfNearLocalPlayer helpers (with throttled logging and animation re-apply when visibility is regained). Switch several readiness checks from ProxyMeshReadyForPresentation to ProxyHasLoaded3D, and stop gating puppet updates on IsVisible so puppets continue to update while the mesh is loaded even if frustum-cleared. Also reset lastObservedProxyVisible when clearing a slot.
2026-06-16 16:44:09 +12:00
andrew cd3679e548 Improve runtime proxy 3D recovery and head refresh
Make proxy 3D/visibility handling more robust to avoid headless A-poses and corrupted movement after PlaceAtMe spawns or 3D reloads. Added helpers to check mesh readiness, queue targeted 3D updates, and refresh head/face nodes; introduce settle/wait timing (2s default, 12s max) and recovery state tracking on proxy slots. Retain proxies for prior exterior cells when appropriate, reset/clear additional slot flags on lifecycle changes, and block puppet updates while proxies are settling. Adjusted animation sync and puppet logic to require visible/loaded meshes before applying motion feedback. Added related includes and expanded logging to aid diagnostics.
2026-06-16 16:36:43 +12:00
andrew 73d44a828b Improve proxy mesh readiness and spawn logic
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.
2026-06-16 16:08:59 +12:00
andrew 31406a1275 Add hover sync and CO hover component
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.
2026-06-16 15:55:32 +12:00
andrew 7ab3f080f7 Add new Vault and furniture 3D assets
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.
2026-06-16 15:11:06 +12:00
andrew 6ef383a23e Add wall mural OBJ/MTL; update bench NIF & ESP
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.
2026-06-14 22:20:21 +12:00