R.E.P.O.
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ShchetnikovMods-MimicReplay-0.12.29
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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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