# Changelog All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). For testing notes, milestone summaries, known issues, and next steps, see [`docs/dev-log.md`](docs/dev-log.md). Do not include testing content in this file. ## [Unreleased] ### Added - Server-authoritative weather and time control via `serverWorldState` packets from the dev server GUI. - **Weather / Time** tab in `server/dev_server_app.py` with preset buttons for `fw` weather form IDs and `set gamehour to HHmm` time values. - `server/world_state_presets.py` with shared weather and time preset definitions. - `protocol/server-world-state.md` documenting the new packet type. - Event-driven world time resync via optional `timeSync` field on `worldState` packets; the current world-state host pushes time after menus, loading screens, save/load, wait/sleep, and other time freezes. - `timeSync` tracking in `server/fake_client.py` host world-state snapshot output. ### Fixed - If a server profile exists but its associated save was deleted, joining from the main menu now falls back to first-time character creation and re-binds the profile to the newly created save instead of hard-failing. - Pending first-time profile binding now completes as soon as a save exists even if character-creation phase flags are still active, preventing repeated `coc` first-time launches on reconnect. - Session launch now resolves equivalent server endpoints (for example `localhost`, `127.0.0.1`, and legacy host-case variants) to an existing server profile before deciding first-time join flow, preventing unintended new-character creation when reconnecting. - Server profile persistence now uses a sanitized save-folder path with a Documents fallback and write-failure logging, preventing silent loss of server profile bindings across game restarts. - Pending profile binding now accepts exit saves (including `Exitsave...`) so the last auto-save on game exit can be rebound and loaded on reconnect, reducing accidental progress loss. - Fixed Windows build issues in server profile path fallback by replacing unsafe `getenv` usage and accepting `std::string_view` save-folder names in folder sanitization. - Reconnect now refreshes stale associated `Exitsave...` names to the newest available exit save before load, preventing fallback to first-time flow when exit-save filenames rotate between sessions. - Server GUI weather now runs `fw <8-digit-form-id>` on the current `worldStateHostPlayerId` client (not hardcoded to player 1), scheduled on the game thread. - Weather `serverWorldState` handling now defers until world-state host assignment is known, then skips only non-host clients. - Weather `serverWorldState` packets are broadcast to all clients so the designated host receives them even after host reassignment. - Server restart now resets player/host assignment so the first client is `playerId` 1 again, preventing GUI weather from being ignored after restart. - Plugin now defers server weather commands until player assignment is available, preventing initial GUI clicks from being dropped right after connect. - Replaced invalid default GUI weather IDs with valid Fallout 4 weather form IDs so `fw ` no longer fails with "Invalid weather ...". - Corrected `Clear` preset ID typo from `0002852a` to valid `0002b52a` (`CommonwealthClear`). - Time apply now converts `timeHHmm` to Fallout game-hour float before executing `set gamehour`, fixing 2200-style values applying incorrectly. - Corrected `CO_Vault109StartQuestScript.psc` to compile against Fallout 4 Papyrus by replacing unsupported `Actor.ShowLooksMenu`/`UI.IsMenuOpen` calls with `Game.ShowRaceMenu` and `Utility.IsInMenuMode`. - Race customization now forces third-person camera and a short pre-menu settle delay before `ShowRaceMenu`, fixing cases where the menu opens but the player model is not visible. - `CO_Vault109StartQuestScript` now uses configurable `RaceMenuMode` (default `0`) plus `RaceMenuFallbackMode` (default `1`) for `ShowRaceMenu`. - Race menu open flow now retries with fallback mode if the primary mode does not enter menu mode. - Moved first-time character customization menu control out of `CO_Vault109StartQuestScript.psc`; the quest now only handles spawn/stage while plugin C++ session-launch flow owns Looks/SPECIAL sequencing. - First-time C++ character creation now prepares camera context with `ForceThirdPerson`, opens Looks via `ShowLooksMenu 14`, retries with `Actor.ShowLooksMenu` fallback, and times out/reset safely if Looks menu never opens. - When `LooksMenu` is confirmed open, C++ now applies chargen camera context (`SetInChargen 1` + `ForceThirdPerson`) and restores it on close, fixing first-person camera persistence during customization. - Looks menu camera correction now directly sets `PlayerCamera` to third-person state for several polls while `LooksMenu` is open, avoiding reliance on console-only camera commands. - Looks menu camera correction now configures the `ThirdPersonState` for face editing by zeroing shoulder offsets, flipping camera yaw toward the player, enabling free rotation, and applying a closer zoom offset. - Looks menu camera cleanup now restores the pre-customization third-person offsets, yaw, zoom, and free-rotation flags so movement controls return to normal after first-time customization closes. ### Changed - Weather presets store the exact `fw` console argument (8-digit hex); edit `server/world_state_presets.py` only if a preset ID fails in your console. - Updated protocol weather examples/default preset table to match the new valid Fallout 4 preset IDs. - World time no longer re-applies on every `worldState` heartbeat; weather heartbeats continue at ~1 Hz while time stays in sync during normal gameplay. - Updated Weather/Time UI and protocol wording to use world-state host terminology instead of hardcoded player-1 wording. - Reformatted `changelog.md` to follow [Keep a Changelog](https://keepachangelog.com/en/1.1.0/). - First-time character creation launch now uses `coc COVault109` and waits for the `COVault109` start cell instead of `SanctuaryExt`. - First-time `COVault109` launch now starts `CO_Vault109StartQuest` once per first-time join flow so the quest can move the player to its preset spawn marker. - `CO_Vault109StartQuest` now opens `ShowRaceMenu(player, 1)` after stage-10 spawn completion, waits for menu mode to close, then opens `ShowSPECIALMenu` for name/S.P.E.C.I.A.L. setup. ## [0.0.1] - 2026-06-23 ### Added ### Changed ### Removed - `docs/changelog.md` — moved to project root.