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BasicEnemySync

Comprehensive Enemy, Boss & Cocoon Revive sync for SSMP. (WIP: Mod is in active development; game-breaking bugs may occur).

CHANGELOG

Changelog

All notable changes to the SSMP Enemy Syncing Addon will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.


[1.0.1] - 2026-08-18

Added

  • Native BepInEx Plugin Loader (EnemySyncingPlugin):
    • Registered as bg52.enemysync.ssmp with dependency on ssmp.
    • Enables automatic addon discovery and seamless 1-click installation via Thunderstore / r2modman into BepInEx/plugins/.
  • Boss Target HUD Indicators:
    • Dynamically changes the active boss's target player nametag to Red across UI Text, 3D TextMesh, and TextMeshPro components.
    • Reverts back to original color when the boss switches targets or dies.
  • Corpse Snapshot & Death Synchronization:
    • Added corpse position, rotation, and knockback velocity synchronization on enemy defeat.
  • Scene Owner Death Verification:
    • Added VerifyEnemyDieRequest and SceneOwnerNotify packets to prevent phantom duplicate spawns and desyncs.
  • Enhanced Projectile Synchronization:
    • Added projectile animation clip and ScaleX scale synchronization across network.
  • Anti-Duplication Watchdog:
    • Background entity monitor to restore disabled alive entities and clean up dead entities across scenes.

Changed

  • Overhauled PlayMaker FSM distance and position overrides (GetDistance, GetXDistance, GetYDistance, GetPosition) for precise target tracking.
  • Improved Downed Cocoon mechanics, suicide keybind prompt UI, and team wipe resolution.

Fixed

  • Fixed desync where enemies would fail to register deaths from non-host clients.
  • Fixed boss targeting becoming stuck after player death or scene transitions.

[1.0.0] - 2026-07-26

Added

  • Initial Release of SSMP Enemy Syncing Addon:
    • Real-time position, rotation, and animation state synchronization for enemies and mini-bosses.
    • Multi-phase boss state synchronization and PlayMaker FSM action mirroring.
    • Proximity and FOV dynamic enemy authority claiming system.
    • Host fallback simulation for unclaimed or out-of-range enemies.
    • Co-op Downed Cocoon & Teammate Revive mechanics.
    • Quick Map hold-to-give-up suicide action for trapped cocooned players.
    • Team wipe check and coordinated respawns.