Fix multiple proxy animation issues: stale graph Speed collapsing jog into walk, missing slow-walk/jog tiers, and jump takeoff/landing not playing. Key changes: - Prefer position-derived movementSpeed when animationGraphSpeed is missing/stale (ResolveLocomotionGraphSpeed) and fall back to graph Speed only when it agrees within a tolerance; sender now transmits movementSpeed when local graph read is 0 and TryReadLocalAnimationGraphSpeed falls back to SpeedSmoothed. - Introduce locomotion tiers (Walk/Jog/Run) with ComputeLocomotionTier and sync ints (iSyncWalkRun/iSyncLocomotionSpeed/iSyncJumpState) to the graph; fire corresponding tier events when starting or changing tier. - Fix proxy motion application: persist per-proxy velocity and worldDelta so the Update hook does not zero-out controller motion; use measured frame motion to drive animation when network flags are sparse. - Restore correct jump behavior: fire MT/weapon-compatible jump events for takeoff and landing (JumpUp/JumpStartFrom*/jumpLand/jumpLandTo*), clear bInJumpState on landing and remove the extra proxy-side jump hold so landings exit the jump loop. - Misc: add constants and thresholds for tier/run/walk/run-land decisions and update logs to include tier labels. Files updated: plugin/include/F4TProxyAnimationSync.h, plugin/src/F4TProxyAnimationSync.cpp, plugin/src/F4AnimationDescriptor.cpp, plugin/src/F4TProxyPuppet.cpp, plugin/src/F4TProxyActorController.cpp, plugin/src/main.cpp, and docs/dev-log.md.
Fallout4Together Plugin
This is the native Fallout4Together plugin using CommonLibF4.
Requirements
- XMake [3.0.0+]
- C++23 Compiler (MSVC or Clang-CL)
Getting Started
git clone --recurse-submodules https://github.com/libxse/Fallout4Together
cd Fallout4Together
Build
To build the project, run the following command:
xmake build
Note: This will generate a
build/windows/directory in the project's root directory with the build output.
Build Output (Optional)
If you want to redirect the build output, set one of the following environment variables:
-
Path to a Mod Manager mods folder:
XSE_FO4_MODS_PATHor
-
Path to a Fallout 4 install folder:
XSE_FO4_GAME_PATH
Project Generation (Optional)
If you use Visual Studio, run the following command:
xmake project -k vsxmake
Note: This will generate a
vsxmakeXXXX/directory in the project's root directory using the latest version of Visual Studio installed on the system.
Alternatively, if you do not use Visual Studio, you can generate a compile_commands.json file for use with a laguage server like clangd in any code editor that supports it, like vscode:
xmake project -k compile_commands
Note: You must have a language server extension installed to make use of this file. I recommend
clangd. Do not have more than one installed at a time as they will conflict with each other. I also recommend installing thexmakeextension if available to make building the project easier.
Upgrading Packages (Optional)
If you want to upgrade the project's dependencies, run the following commands:
xmake repo --update
xmake require --upgrade
Documentation
Please refer to the Wiki for more advanced topics.