Changelog
0.12.29
- Fixed medium carts being copied as fake carried visuals beside mimics.
- Mimic appearance now activates the native PlayerAvatarVisuals meshParent hierarchy while preserving hidden child renderer variants.
0.12.28
- Fixed REPOLib 4.2 network-prefab API discovery by resolving the type directly from the loaded REPOLib assembly.
- Added a precise type-loading error when REPOLib networking is genuinely unavailable.
0.12.27
- Fixed doors and hinged map objects being mistaken for carried items and visually duplicated beside mimics.
- Rejected fake held-object sources are cached instead of being cloned again every frame.
0.12.26
- Fixed hidden cosmetic variants and helper meshes being forced visible beside mimics.
- Fake held-object visuals now copy only renderers that are actually active on the source object.
- A replay segment containing only idle frames now switches to navigation toward the nearest valid player instead of looping in place forever.
0.12.25
- Added an F1 host-only test cheat that spawns the highest-value valuable available in the current level in front of the local player.
0.12.24
- Added a local physical proxy fallback so mimics can still be knocked down in single-player when REPOLib network prefab registration is unavailable.
0.12.23
- Smoothed remote mimic movement with velocity prediction between network snapshots.
- Replaced abrupt rotation snaps with rate-limited turns and stable route-facing during replay.
- Replay mimics now stop at a closed PhysGrabHinge instead of transforming through it.
- Door opening now checks the native closed state and is rate-limited per door to prevent repeated impulses.
0.12.22
- Navigation raycasts remain active for obstacle sensing but their lines are now visible only while F6 debug visualization is enabled.
0.12.21
- Fixed occasional invisible mimics caused by inactive parents in a cloned player visual hierarchy.
- A spawn is now rejected when the cloned appearance has no renderer that is actually active in the scene.
0.12.8
- Added host-authoritative periodic automatic spawning during levels.
- Spawn candidates come from recently recorded player routes.
- Candidates require direct visibility, NavMesh proximity, valid player distance, and free capsule space.
- Automatic population capacity grows from one up to seven over time by default.
- Added configuration for intervals, population growth, maximum population, and distance limits.
0.12.7
- Added configurable mimic health.
- R.E.P.O. weapon hurt colliders can now damage or kill authoritative mimics.
- Hard physical collisions deal impact damage.
- Hits push mimics, including a decaying replay offset so they do not snap back immediately.
- Mimics are removed when health reaches zero.
0.12.6
- Mimics now mirror a chased player's crouch and crawl state.
- Chase capsule and NavMeshAgent height shrink to match the active posture.
- Chase animation now reflects crouching and crawling.
- Standing height is restored automatically when the target stands up.
0.12.5
- Added replaying player appearance, movement, held-object visuals, and voice fragments.
- Added Replay, Chase, Attack, and StuckRecovery behaviour modes.
- Added experimental multiplayer spawn synchronization.
- Added spectator protection, noclip flight, debug trails, and host currency controls.
- Corrected the custom Photon spawn event code to the supported range.
- Disabled temporary visual/collider desynchronization by default.
0.12.9
- Added F3 automatic-spawn toggle with a persistent on-screen indicator.
- Added visible navigation feeler rays during chase.
- Mimics now request a fresh NavMesh path when blocked or idle without a path.
- Reduced the time before stuck recovery begins.
0.12.10
- Fixed F9 noclip capturing only PlayerAvatar while the physical PlayerController remained collidable.
- Flight now moves the physical controller root and disables its colliders and rigidbodies.
0.12.11
- Fixed copied cosmetics being disabled when they are outside the ANIM BOT hierarchy.
- Reused loaded player materials instead of duplicating dozens of materials per mimic.
- Reduced NavMesh recalculation and navigation log spam.
- Moved F9 flight movement to LateUpdate to avoid fighting the stock PlayerController each frame.
0.12.12
- Host is now authoritative for mimic movement in multiplayer.
- Non-host clients interpolate host position and rotation instead of running independent NavMesh and attack state machines.
- Removed the rapid non-authoritative Chase/Attack loop that caused client lag and flying mimics.
0.12.13
- Noclip now keeps an independent target position so stock controller corrections cannot accumulate as jitter.
- Increased default/migrated flight speed from 8 to 18, with Shift doubling it.
- Reduced F9 toggle debounce.
- Includes host-authoritative multiplayer mimic synchronization from 0.12.12.
0.12.14
- Navigation sensors now cover all directions with eight 360-degree rays.
- Fixed NavMeshAgent being created above/off the NavMesh at recorded replay positions.
- Chase speed now matches a running player and activates the sprint locomotion state.
- Increased acceleration for responsive but NavMesh-controlled pursuit.
0.12.15
- Moved the pink replay/debug line update to LateUpdate after NavMeshAgent movement.
- Prevents the line from visually trailing the current mimic collider by one frame.
- Includes the 360-degree sensors and corrected NavMeshAgent initialization from 0.12.14.
0.12.16
- Added amplitude-driven mouth/jaw animation while a mimic replays voice audio.
- Added a REPOLib-registered network PhysGrabObject proxy so mimics can be lifted and thrown.
- NavMesh pauses while grabbed or airborne and resumes after the physical body settles.
- Hard ground impacts damage the mimic on the host.
0.12.17
- Standing mimics now reject the grab beam.
- Strong hits knock mimics into a four-second tumble/physics state; only then can they be lifted and thrown.
- Mimics recover onto NavMesh after the thrown body settles.
- A detected closed door stops forward NavMesh movement while the stock hinge opening impulse runs.
0.12.18
- Replay skips recorded AFK sections after one second instead of leaving mimics standing indefinitely.
- Route reversals reset previous-frame facing state to reduce backward starts.
- Includes the physical grab proxy, so thrown items collide with the mimic body instead of passing through the old enemy-layer capsule.
0.12.19
- Fixed REPOLib network grab proxy registration against the installed 4.2.0 method signature.
- Door obstacles are now detected through parent names, attached hinges and nearby PhysGrabHinge components.
- Mimics stop at a detected closed door instead of relying on the collider being a direct hinge child.
0.12.20
- Running Q/body hits now knock mimics down at the observed six-damage/2.5-force range.
- NavMeshAgent creation is deferred until Chase begins and a valid level NavMesh point exists.
- Removed invalid-at-spawn agents that caused Replay/StuckRecovery loops and bot-like pauses.
- Disabled NavMesh auto-braking for more continuous pursuit.
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