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Commonwealth-Online-Public/changelog.md
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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

1.1 KiB

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

For testing notes, milestone summaries, known issues, and next steps, see docs/dev-log.md. Do not include testing content in this file.

[Unreleased]

Added

  • Event-driven world time resync via optional timeSync field on worldState packets; host (client 1) 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.

Changed

  • World time no longer re-applies on every worldState heartbeat; weather heartbeats continue at ~1 Hz while time stays in sync during normal gameplay.
  • Reformatted changelog.md to follow Keep a Changelog.

[0.0.1] - 2026-06-23

Added

Changed

Removed

  • docs/changelog.md — moved to project root.