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H3MP Footsteps

PlayerFootsteps but synced in H3MP! All clients need to install this in order to sync. Can also be used in singleplayer.

By Niko666

CHANGELOG

Changelog

0.3.0

  • Initial release on Thunderstore
  • Changelog below was generated by AI, idk wtf it's saying

0.2.1

  • FIX: remote players could not hear each other when the host relayed footsteps - host relay now bypasses H3MP's batched UDP channel (ClientHandle.BatchedPackets lacks a negative custom-ID branch and threw IndexOutOfRangeException, dropping all relayed custom packets)
  • Built-in sound bank now loads from the plugin root too (r2modman/Thunderstore flatten zip subfolders)

0.2.0

  • Players now hear their OWN footsteps (standalone works without H3MP)
  • Full Kodeman PlayerFootsteps sound-pack compatibility: bundled 18 default wavs, user packs PlayerFootsteps_{Material}*.wav scanned from BepInEx/plugins just like the original
  • Remote playback unified through the same sound bank (3D spatialized pool)
  • Material detection switched to PMat.MatDef.BulletImpactSound for exact pack mapping
  • Config: PlayLocalFootsteps, CustomAudio

0.1.0

  • Initial prototype: local locomotion detection (distance-accumulation + speed/crouch scaling)
  • H3MP custom-packet networking with host relay
  • Remote playback via vanilla SM impact sounds, 3D-spatialized per surface material