* Add feasibility plan for reusing multiplayer animation system for third-person camera
Evaluates reusing the multiplayer extension's RemotePlayer animation system
(BuildROIMap, AssignROIIndices, ApplyAnimationTransformation) for the local
player to enable a third-person camera mode. Conclusion: feasible with only
3 single-line extension hooks added to core game code.
https://claude.ai/code/session_01NC3zdQZ4nqEcYjyvStqcdD
* WIP: Third-person camera with animation reuse and movement fix
* Fix third-person camera bugs: vehicles, remote facing, emote distortion (#2)
- Fix spawn pose and building re-entry by applying idle frame 0 and
reinitializing on world enable
- Handle vehicle transitions: ride animations for small vehicles,
first-person fallback for large vehicles and helicopter
- Keep vehicle dashboards visible for exit controls
- Disable third-person camera for large vehicles, fix ROI cleanup
- Move HandleActorExit hook to end of Exit() for immediate reinit
- Fix remote player facing 180 degrees wrong by negating direction
in BroadcastLocalState when third-person camera is active
- Fix Hat Tip emote distortion from compounding transform scale by
saving clean parent transform at emote start and restoring after
each frame's animation application
* DRY cleanup for third-person camera branch
- Extract shared DetectVehicleType() to protocol.h/cpp (was duplicated
in ThirdPersonCamera and NetworkManager)
- Remove no-op HandlePostApplyTransform hook chain (called every frame
for every LegoPathActor but did nothing)
- Add ThirdPersonCamera::ClearAnimCaches() helper (pattern repeated 5x)
- Add AnimUtils::EnsureROIMapVisibility() inline helper (loop repeated
5x across ThirdPersonCamera and RemotePlayer)
- Remove redundant static_cast in multiplayer.cpp (UserActor() already
returns LegoPathActor*)
- Delete THIRD_PERSON_CAMERA_ANIMATION_REUSE_PLAN.md development artifact