Ce qui fonctionne pour l'instant
Une liste rédigée à la main de ce que tu peux faire en jeu dès maintenant. Elle évolue au fil des avancées.
89 sur 145 fonctionnent Dernière modification il y a 42 jours
Player
13 sur 16 fonctionnent-
FonctionnePlayer movement and sprintingPeers move, sprint and turn in live sessions.
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FonctionneCrouching and sneakingValidated in game by owner report on 2026-08-03.
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FonctionneJumping and fallingValidated in game by owner report on 2026-08-03.
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FonctionneAim pitch and sighted poseValidated in game by owner report on 2026-08-03.
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FonctionneEquipped weapon modelValidated in game by owner report on 2026-08-03.
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FonctionneWeapon drawn and holsteredValidated in game by owner report on 2026-08-03.
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FonctionneClothing and armorConfirmed in game on 2026-08-20: outfits show correctly for both players, including different character sexes.
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FonctionnePlayer face and body appearanceConfirmed in game on 2026-08-20: face and body appear correctly for peers, including different character sexes.
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PrévuPip-Boy open and closeTried in game on 2026-08-06 and the engine refuses to play it on another player's character. Parked for a later polish pass; a nametag already shows who is in their Pip-Boy.
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FonctionnePip-Boy light on peersValidated in game by owner report on 2026-08-03.
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En coursPower armorRead-only probe is built; occupancy, ownership, mirror suits and fusion-core sync are not.
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FonctionneNametagsNames, levels, health and rads render over peers; head-bone anchoring fixed height bob.
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FonctionneAttention iconsValidated in game by owner report on 2026-08-03.
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En coursPlayer map markersServer routing and the Pip-Boy model writer are built; whether the icon appears is untested.
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FonctionneParty HUD and vitalsHealth, rads and level are replayed on interest changes and resync periodically.
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FonctionneFurniture use and seatsValidated in game by owner report on 2026-08-03.
Combat
13 sur 15 fonctionnent-
FonctionnePlayer gunfirePlayer shots are captured and replayed; dry-click shadow shots are fixed.
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FonctionneReload animationsValidated in game by owner report on 2026-08-03.
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FonctionneMelee swingsConfirmed in game on 2026-08-20: melee, armed and unarmed, replays correctly for peers.
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FonctionneGun bashConfirmed in game on 2026-08-20: gun bash replays correctly for peers.
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FonctionnePlayer-to-player damageConfirmed with two players on 2026-08-07: shooting another player hurts them. Before this, one player's gun could do nothing at all for a whole session.
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En coursPlayer-to-NPC damageProtocol and authority routing are built; the recent fix still needs a live validation pass.
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FonctionneNPCs hurting playersNPC attacker damage is reported and applied to remote players.
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FonctionneGrenades and physical projectilesConfirmed in game on 2026-08-20: grenades and thrown weapons replay correctly for peers.
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FonctionneExplosions from replicated projectilesConfirmed in game on 2026-08-20: explosions from replicated projectiles apply correctly for every observer.
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FonctionneDowned stateConfirmed in game on 2026-08-20: downed state works for individual players and for a fully downed party.
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FonctionneRespawn after bleedoutConfirmed in game on 2026-08-08: after bleeding out you get back on your feet on solid ground a short walk from where you fell. The earlier run that left you hanging in the air is fixed.
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FonctionneRevive interactionConfirmed in game on 2026-08-20: reviving a teammate, including the stimpak and downed pose, works correctly.
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FonctionneShared NPC aggroConfirmed in game on 2026-08-20: NPCs fairly split aggro and combat targeting across the party.
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PrévuFriendly NPC team logicSettlers and companions defending every player is not implemented yet.
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FonctionneKill cameras suppressedConfirmed in game on 2026-08-20: kill cameras stay suppressed in a connected session.
NPCs & Companions
6 sur 16 fonctionnent-
FonctionneAmbient NPC movementConfirmed in game on 2026-08-20: ambient NPCs move smoothly, with no facing snap or stalling.
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FonctionneAmbient NPC adoptionConfirmed in game on 2026-08-20: matching NPCs are adopted and missing NPC replicas spawn correctly.
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PartielRuntime encounter actorsTemplate ancestry fallback is validated for adoption; true spawn cleanup is still open.
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PartielQuest-managed actorsQuest alias actors now pose-sync, but the session will not kill or resurrect them.
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PartielNPC equipmentEquipment rides roster entries and applies after 3D is ready; spawned presentation still needs coverage.
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En coursNPC health and wounded stateRoster condition sync is built for health and WorkshopActorWounded; not run in game.
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En coursNPC unconscious stateLife-state apply for unconscious actors is built and idempotent; not yet validated.
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FonctionneNPC gunfire presentationConfirmed in game on 2026-08-20: NPC and turret gunfire, including muzzle flash and sound, reaches every peer.
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FonctionneNPC corpse positionsConfirmed in game on 2026-08-20: NPC corpses come to rest in the same place for every player.
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FonctionneNPC corpse lootConfirmed in game on 2026-08-20: what a corpse carries matches for every player.
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En coursBodies keep their wounds and gearLost limbs, and bodies vaporised by energy weapons, are not carried to the other player. Gear on a body that was already dead only partly matches.
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FonctionneCarrying NPC bodiesValidated in game by owner report on 2026-08-03.
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Non prévuRandom encounters as a separate systemNo separate random-encounter system is planned; those actors should ride the ambient NPC roster.
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PartielFollowers while connectedThe mod dismisses followers by default; recruited companion sync is not built.
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En coursPeer followers on nametagsA nametag names who is with that player, and another player's cell no longer drags your own companion around. Built, not yet validated in game.
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En coursCompanion perks from nearby playersThe Lone Wanderer companion-global bridge is built; not validated in game.
The World
14 sur 25 fonctionnent-
FonctionneDoors opening and closingOrdinary doors relay end to end. A door that loads a new area is deliberately left alone, because syncing one could hang the other player.
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FonctionneEntering a building at the same timeTwo players walking into the same building together used to leave one of them stuck on a black screen. Fixed and confirmed in game on 2026-08-07.
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FonctionneLocksLock state converges through the world mutation path.
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FonctionneNon-workshop switches and lightsOpen-state relays for ordinary world refs are validated.
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En coursActivating switches for everyoneThe message and the server rule are built, but the allow list ships empty and the receiver does not replay yet, so nothing is shared in game today.
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En coursTerminals doing more than opening their menuReaching a result through a terminal (like unlocking a door) is built but switched off until a two-player run confirms it works; enabling it early crashed the game once, since fixed.
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En coursWorkshop switches and gatesServer-created refs now enter open-state sync; flip-a-pylon validation is next.
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FonctionneContainers and lootDurable snapshots and transactions are server-owned.
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FonctionneContainer menu live refreshOpen container menus repaint when another player changes the contents.
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À l'étudeContainer leveled-list baselinesSeeding unresolved leveled lists can publish generator forms; the safe baseline needs a live run.
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FonctionneStatic loose item pickupStatic placed loose-item removal is durable and replayed on cell entry.
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FonctionneDropped itemsRuntime object identity lets dropped items survive outside the first occupied cell.
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En coursLegendary and modded gear keeps its modsContainers and dropped items now carry each item's attached mods, so a legendary weapon is not a plain one for everybody else. Built and merged, not yet seen in a live game.
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FonctionneCarried and grabbed objectsCarried-object physics has the pause-resume fix from 2026-08-03.
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FonctionnePersistent world mutationsServer save stores creations, removals, open state and container state.
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PartielCell replay before visibilityReplay works after entry; the true pre-presentation load hook is still unidentified.
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PrévuCell respawn reconciliationRespawn-cell contents are not reconciled yet.
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FonctionneHarvesting plantsConfirmed with two players on 2026-08-07: picking a plant shows for the other player. Settlement crops, and plants growing back, are not confirmed yet.
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PartielDestructible objectsCars are in sync while both players are there. Other breakable things, and anything destroyed before you arrive, are not confirmed yet.
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FonctionneExploding carsConfirmed with two players on 2026-08-07: a car takes damage and blows up the same way for both of them.
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FonctionneWeatherWeather form and blend synchronize in game.
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FonctionneTime of dayGameHour synchronization is validated in game.
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PrévuCalendar dateGameDay, GameMonth and GameYear are not synchronized yet.
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En coursMines and trapsWhether a mine is armed or disarmed reaches other players; disarming one is confirmed safe in game, but running through one too fast can still set it off (2026-08-15). Fix built, unconfirmed.
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PrévuScripted world eventsQuest-flagged refs are protected, but scripted event replication is not built.
Building
6 sur 15 fonctionnent-
FonctionneWorkshop object placementPlacement syncs in a live session, including objects across settlement cell boundaries.
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FonctionneWorkshop scrappingWorkshop-built objects and plugin-placed clutter scrap in sync.
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FonctionneSettlement state persistenceValidated in game by owner report on 2026-08-03.
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En coursSettlement registration on replayLinked ref and HandleCreation are built; generator-alone validation is next.
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En coursBuild budget and resource ratingsHandleCreation should reach the build budget and ratings; the effect is unvalidated.
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En coursLocal-only settlement reconciliationBuilt to hide singleplayer-only builds that the server never saw; not run in game.
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FonctionneWire referencesPlacement, scrapping and peer cable presentation are all confirmed in a live two-player session, along with power transfer over the wire (2026-08-05, 2026-08-13).
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FonctionneWire endpoints and spline paramsEndpoints and spline rendering (wire thickness) are confirmed in a live session, along with power transfer. Disconnecting an existing wire is a separate, still-unconfirmed path.
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FonctionneSettlement power transferWire power transfer confirmed in game on 2026-08-13: a light and a switch on a power grid worked for both players, operable from either side.
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En coursGenerators after replayA replayed generator starts visually off, with no motor sound or smoke, even though it is providing power. Root cause is now diagnosed; the fix is designed but not yet written or tested.
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PartielSettlement switches and powered lightsOne workshop switch and light, wired to a power grid, is confirmed working and operable from either player (2026-08-13). Other switch and light types are not yet confirmed.
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PrévuSettlement resources and happinessResource totals, happiness and assignment state are not synchronized yet.
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PrévuSettler jobs and assignmentsWorkshop NPC job scripts are not synchronized.
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En coursWorkshop turrets as actorsAim, health and unconsciousness are built through actor roster paths; no game run yet.
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En coursPower armor frame occupancyReuses furniture occupancy claims; suit-specific apply and ownership are not built.
Questing
1 sur 8 fonctionnent-
En coursQuest observation probeThe probe ships on by default so real quest churn can be measured.
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En coursQuest progress wire and server historyQuestProgress, store, ordering and persistence are built; no game validation yet.
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En coursQuest catch-up stateA query and debug panel can show stored party quest state.
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PrévuShared quest stagesNo remote stage is applied yet; phase 2 requires per-quest opt-in.
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En coursShared quest globalsSession-wide global sync is built with a deliberately empty allow list.
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En coursQuest allow listsConfig and data extraction exist; live probe data still needs to fill the list.
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PrévuDialogue policyDialogue remains private by default; no one is force-advanced.
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FonctionneQuest-owned object safetyQuest refs and quest-object inventory stacks are excluded from world sync paths.
Playing Together
12 sur 15 fonctionnent-
FonctionneAccount sign-in from gameThe game opens the browser flow and receives the session back.
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En coursBeing told apart from other players when you joinFixes a bug where players without a personal id looked identical to the server, so joining could bump an earlier player out by mistake. Built end to end, not yet confirmed in a live session.
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Non prévuEmail sign-in inside gameKernel requires a browser captcha, so the in-game password forms were removed.
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FonctionneAccount page and renameThe site can rename through kernel and refreshes the local profile.
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FonctionneFriends listSearch, request, accept, deny, cancel and unfriend are built.
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FonctionneText chatGlobal, party and nearby channels. Confirmed with two players on 2026-08-07.
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FonctionnePinging a spot for your partyConfirmed in game on 2026-08-06: the marker sits on the spot you pointed at, carries who placed it and how far away it is, and shows on the Pip-Boy map.
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FonctionnePresence and online stateThe event stream makes a player online and closes cleanly when the client dies.
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PartielFriend activityShows server activity, but presence server ids remain client-reported.
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FonctionnePublic server registryOwners can claim and heartbeat servers; public listed servers appear on the site.
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FonctionneServer owner pagesOwners can list, claim, rotate, move and remove their servers.
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FonctionneServer moderationStaff can suspend and reinstate without leaking suspension state to owners.
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FonctionneAnnouncementsPublic announcements can be edited without a deploy and shown before sign-in.
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FonctionneSocial linksPublic social links are keyed, sanitized and shown on the site and in game.
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FonctionnePublic feature pageCurated rows live in the database and can be edited from admin content.
Servers
8 sur 16 fonctionnent-
FonctionneDirect server queryReturns name, description, tags, slots, icon, ping and compatibility without joining.
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FonctionneIn-game server browserValidated in game by owner report on 2026-08-03.
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PartielServer icons in the browserIcons are real PNG files and absolute paths; in-game browser display still needs final validation.
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FonctionneMax player capA full server refuses extra clients with a defined QUIC close code.
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FonctionneProven direct-server identityServers sign a fresh query challenge with an Ed25519 key.
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PartielLocal play historyLocal history uses proven server keys; the session-start identity fix just landed.
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PrévuSaves remember which server they played onA save records the servers it has joined, and joining a different one asks first. Built, not yet run in game.
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PartielAccount play historyBackend and client sync exist; the session-start identity fix needs production proof.
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PartielMost and least played sortingUses the larger of local and account totals; depends on proven key discovery.
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FonctionneServer detail pagesListed servers have public detail pages; private details stay owner-only.
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FonctionnePopulation historyHeartbeat samples keep 15-minute peaks for the server detail chart.
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FonctionneJoin public server by idThe registry returns an address only for joinable servers; private ids stay hidden.
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PartielJoin from DiscordWorks when Fallout 4 is already running; launching the game from an invite is unsupported.
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PartielAsk to JoinDiscord request path is plumbed, but there is no production UI prompt yet.
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FonctionneServer admin menuA password opens an in-game admin menu whose commands come from the server, including teleports. Confirmed with two players on 2026-08-07. Admins by account are not built.
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En coursFree managed personal serversA free, friends-only hosted server: no port forwarding or always-on machine needed. Account pages exist, but creating a server does not fully work yet; hosting-side gaps block it from starting.
Interface
9 sur 11 fonctionnent-
FonctionneShared in-game panelFriends, servers, account and controls live in one RmlUi panel.
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FonctionneAccount paneShows sign-in state, friends, requests and profile data in game.
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PartielServers paneDirect and registry server browsing is built; final in-game rendering pass is still open.
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FonctionneControls paneEvery mod key is listed in one place and can be changed from the panel.
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FonctionneRebindable hotkeysBindings round-trip through the TOML client config with conflict reporting.
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PrévuInput capture safetyEscape capture hold is built to stop pause-menu bleed-through
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FonctionneScreenshot modeOne key hides this mod and the game HUD, validated in a running game.
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FonctionneWorld keeps running in menusConfirmed in game on 2026-08-20: the world keeps running for other players no matter which menu is open.
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FonctionneMain menu onboardingThe main menu shows account state, announcements and social links.
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FonctionneParty invite toastInvite toasts keep their own RmlUi surface alive and draw above the panel.
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FonctionneUI asset checksRCSS alpha and font-weight traps are covered by project checks.
Diagnostics & Tooling
7 sur 8 fonctionnent-
FonctionneDeveloper network overlayDone by owner report on 2026-08-03.
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FonctionneDeveloper resource monitorDone by owner report on 2026-08-03.
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FonctionneLogging level gate and rotationDone by owner report on 2026-08-03.
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En coursCrash reports with module RVAsCrash reports send end to end; the backend is confirmed working (2026-08-16). Reports now name the crashing function instead of a bare address (2026-08-17). Not yet turned on for players.
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FonctionneSave inspectorfop-save-inspect can read the server save and confirmed live settlement records.
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FonctionneTwo-instance dev launcherThe dev script launches both game instances and seeds probe keys.
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FonctionneCI/CD pipelineDone by owner report on 2026-08-03.
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FonctionneServer query CLIfop-query exercises the same direct query protocol as the browser.
Aucune date n'est promise ici. « Prévu » veut dire que quelqu'un a l'intention de le construire, « non prévu » veut dire que non.