Files
Commonwealth-Online-Public/protocol
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
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Protocol

This folder documents the planned network protocol for Commonwealth Online.

The first protocol should be simple and focused on player transform sync.

First Packet Types

  • Welcome packet
  • Transform packet
  • World state packet (host time and weather) — see world-state.md
  • Server world state packet (dev GUI weather/time) — see server-world-state.md
  • Disconnect packet

Future Packet Types

  • Animation state packet
  • Fire weapon packet
  • Health packet
  • Chat packet
  • Cell change packet

Design Goals

The protocol should be:

  • Simple
  • Easy to debug
  • Versioned
  • Safe to extend
  • Clear enough to test outside Fallout 4

Early Testing

The protocol should be testable using fake clients before being connected to Fallout 4.