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}*.wavscanned 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