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feat: Update README with branch version and single-server defaults; enhance inventory and room handling for equipped items
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@@ -158,7 +158,7 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = 1,
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StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
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DeviceClass = 0,
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VrMovementMode = 0,
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RoomInstance = room,
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@@ -174,7 +174,7 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = value ?? 1,
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StatusVisibility = value ?? 0, // default Everyone; honor explicit client choice
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DeviceClass = 0,
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VrMovementMode = 0,
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RoomInstance = room,
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@@ -190,7 +190,7 @@ public class MatchPlayerController(
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return Ok(new PresenceDto
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{
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PlayerId = playerId,
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StatusVisibility = 1,
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StatusVisibility = 0, // Everyone (was 1 = FriendsOnly)
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DeviceClass = 0,
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VrMovementMode = value ?? 0,
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RoomInstance = room,
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@@ -98,12 +98,14 @@ public class PlayerPresenceController(
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return new PlayerPresenceDto
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{
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PlayerId = (int)id,
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// StatusVisibility is the player's *preference* (would
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// they like to appear online if they were online?). For
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// offline players we still report Visible so when they
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// come back the friend's cached preference is correct,
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// and IsOnline=false is what gates the "Online" badge.
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StatusVisibility = 1, // Visible
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// StatusVisibility is the player's *preference* for who may
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// see them online. The enum is Everyone=0 / FriendsOnly=1 /
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// Nobody=2 — so the previous value 1 (mislabeled "Visible")
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// actually meant FriendsOnly, and anyone who wasn't your
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// friend saw you as OFFLINE. On a private server everyone
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// should see everyone, so report Everyone (0). IsOnline=false
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// still gates the "Online" badge for offline players.
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StatusVisibility = 0, // Everyone
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DeviceClass = 0, // Desktop / unknown — not VR
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VrMovementMode = 0,
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// Full instance details are safe, and necessary, when the
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