- Car doors (FSM with bool "Open" and "Open door"/"Close door") are synced as open/closed:
the receiver removes the hold joint and frees the hinge, closing runs the game's own logic
- Fix: every synced close of an already closed Satsuma door added another FixedJoint, so the
door could not be opened anymore; extra joints are removed automatically
- Hinge sync also covers world doors/gates with hinges (garage door), interaction by bounds
- Scene name read once per frame (Application.loadedLevelName allocates a string per call)
- Console "perf" (FPS, ms per MSCO part incl. OnGUI, GC, hook calls), -msco-perf start option
- Console "fsmdump <text>" / -msco-dump: PlayMaker FSMs and hinges to MSCO\fsmdump.txt
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- MscoMod API (ModApi.cs) and ModLoader: own mods from MSCO\Mods, hooks for menu/game/update/GUI,
session and player events, Send/OnMessage between players (MsgType.ModMessage)
- Server mods: ModList before Welcome, consent prompt (INSTALL & JOIN), download with SHA-256 check
into MSCO\Mods\Servers, active only on that server; game start waits for the download
- Mods page in the MSCO menu, console command "mods"
- Server browser: MODS pill, VANILLA/MODDED filters, mod list in the server profile
- PlayMaker ApplicationQuit is ignored in the main menu (ESC used to close the game)
- MODDING.md and examples/HelloMod
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Bootstrap: Doorstop entry point, loads Harmony/Newtonsoft from the MSCO folder, hooks
PlayMakerArrayListProxy.Awake and starts MSCO in the main menu; skips the news screen
- No MSCLoader reference anymore; key bindings in PlayerPrefs, bind console command
- Harmony 1.2 and Newtonsoft.Json in lib/ (MIT notices); build copies to <game>\MSCO
- README/CHANGELOG updated
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameCharacter clones a MSC human (bodymesh + skeleton, no scripts, physics or
animation), puts it into its bind pose, aligns and scales it, and drives the
bones every frame from the joint points of the existing MSCO figure (hip,
knee, ankle, shoulder, elbow, hand, head pitch, torso lean) by rotating each
limb from its rest direction. Limb bones are picked geometrically, so bone
naming conventions do not matter. Variant per player id; console 'model
classic|game' switches, the MSCO figure is the automatic fallback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>