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Commonwealth-Online-Public/changelog.md
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2026-06-30 16:59:42 +12:00

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# 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
- Optional `appearance` transform snapshots for best-effort runtime proxy body and face visuals, including height, body morph weight, body tint, hair colors, head-part IDs, and morph slider values while leaving gender switching out.
- Game-thread proxy appearance application for supported `appearance` fields after runtime proxy 3D is ready, with race switching deferred for future proxy-base compatibility work.
- `server/fake_client.py` parsing/output and `server/fake_player.py` sample payloads for relayed `appearance` transform data.
- `COVault109` solo-cell handling in the plugin so first-time character-creation space suppresses outgoing transform packets and remote proxy representation.
- `compile-papyrus.bat` to compile active Papyrus sources from `creation-kit\scripts\source` into `creation-kit\scripts\compiled` using the Fallout 4 Creation Kit Papyrus compiler, resolving the Fallout 4 install with the same path workflow as `deploy-all.bat`, using saved `.fallout4-path` values without re-prompting during builds, and skipping reference-only `CoSync*.psc` files.
- `build-all.bat` now compiles Papyrus scripts before staging the mod package, and still stages the repo build folder for inspection when Papyrus compilation fails.
- `deploy-all.bat` now resolves the Fallout 4 path, compiles Papyrus scripts, stages the repo build folder, and then deploys from `build\Fallout 4\Data` into the Fallout 4 `Data` folder.
- `stage-mod.bat` now stages active Papyrus scripts recursively: compiled `creation-kit\scripts\compiled\*.pex` into `Data\Scripts` and raw `creation-kit\scripts\source\*.psc` into `Data\Scripts\Source\User`, while skipping reference-only `CoSync*` files.
- 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.
- Optional `equippedItems` transform snapshots for visible apparel slots so proxies can mirror clothing, armor, hats, and eyewear changes.
- Game-thread proxy equipment application for synced apparel, including explicit tracked-slot unequips and cleanup when runtime proxy slots are held, reused, or reassigned.
- `server/fake_client.py` parsing and output for relayed `equippedItems` transform data.
### Fixed
- New clients now receive existing players' last transform snapshots immediately after `welcome`, including `appearance`, so late joiners do not start with default proxy visuals while waiting for the next sender heartbeat.
- Runtime proxy candidate isolation now ignores actors flagged as deleted, so a freshly spawned proxy is controlled instead of the slot adopting a still-present stale proxy that was marked for deletion the same frame.
- Stale saved runtime `COPlayerProxy` actors are deleted before spawning a fresh PlaceAtMe proxy, preventing duplicate visible proxies when an old uncontrolled proxy persisted in a save.
- Runtime proxy promotion no longer waits for camera-frustum `IsVisible()` before assigning a newly spawned proxy, preventing remote players from appearing only after the local player turns toward them.
- Fixed Papyrus staging path construction so `.pex` and `.psc` files are copied into `build\Fallout 4\Data\Scripts` and `build\Fallout 4\Data\Scripts\Source\User`.
- 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 <id>` 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.
- First-time Looks menu now narrows the camera FOV while open (restored on close) to magnify the face for easier facial-feature editing, since LooksMenu uses its own fixed camera that ignores third-person zoom offsets.
- First-time Looks menu now centers the player on the fixed LooksMenu camera's optical axis for the first few polls (preserving distance and facing the camera), fixing the off-center face caused by the FOV zoom; the player's original transform is restored when the menu closes.
- Added temporary diagnostic logging to LooksMenu centering (camera position/heading, target vs actual player position per poll) to confirm whether `SetPosition` takes effect and whether the menu camera is fixed or follows the player.
- Documented optional apparel equipment sync in protocol and architecture docs.
## [0.0.1] - 2026-06-23
### Added
### Changed
### Removed
- `docs/changelog.md` — moved to project root.