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
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