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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.ssmpwith dependency onssmp. - Enables automatic addon discovery and seamless 1-click installation via Thunderstore / r2modman into
BepInEx/plugins/.
- Registered as
- 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
VerifyEnemyDieRequestandSceneOwnerNotifypackets to prevent phantom duplicate spawns and desyncs.
- Added
- Enhanced Projectile Synchronization:
- Added projectile animation clip and
ScaleXscale synchronization across network.
- Added projectile animation clip and
- 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.