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Releases: Sollace/Presence-Footsteps

Presence Footsteps 1.5.1 for Minecraft 1.18.2

28 Jun 15:31
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This build backports all changes from version 1.6.1 and all prior updates.

Presence Footsteps 1.6.0 for Minecraft 1.19

14 Jun 15:05
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Changelog

  • Updated to 1.19
  • Added a Ru_Ru translation #132
  • Added a Cs_Cz translation #140
  • Fixed crashes due to entities with misconfigured stances #135
    • From now on any entity derived from a known golem type (shulker, ermour stands, boats, minecarts) will not be able to produce footsteps. Only living things with feet, in essence, are supposed to produce footstep.
  • Added speed attenuation #122
  • Footstep volume can now change depending on how fast you're moving.
  • The amount by which it changes is configurable using a slider in the settings screen.
  • Improved the general layout of the settings screen and clarified what some options do
  • Added a separate volume slider to control your own volume separately from other players - The master volume will still affect both, though
  • Fixed duplicate sounds having a chance to play when both feet resolve to the same material #142

Presence Footsteps 1.5.0 for Minecraft 1.18.2+

04 Mar 11:40
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Changelog

  • Updated to 1.18.2
  • Added a Korean translation #116
  • Fixed consistency issues with sounds not playing at the correct volume #112
  • Fixed messy sounds not indicating their position or blockstate causing sounds to not resolve correctly where they should
  • Fixed sounds playing for players in spectator mode #121

Presence Footsteps 1.4.0 (previously r40) for Minecraft 1.18.X

06 Dec 14:30
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Say goodbye to the old versioning scheme, because we're moving over to semver!

This change is mainly a technical one that I've been meaning to do for a while now but wasn't able to because of some limitations in the update checker. Since I've now rewritten the update checker, I figured this was the perfect time.

But Solly, WHYyyyyy!

Why am I changing? For a few reasons, really. The old version numbers were fine for a while, but they've always been a challenge whenever I wanted to do a bugfix update, or update an older version for a previous Minecraft release. There's only so much information I can fit into one number, and by moving to semver I can more easily communicate the difference between a major release a minor bugfix update to you, the user.

So from now on the new format is: MM.mm.pp

MM = major, it rarely ever changes
mm = minor, I change this every time I move to a new minecraft version
pp = patch, used for bugfix updates within the same minecraft version

What happens to the older versions?

They're all still there. I've mapped the old versions to an equivalent semver compliant one. r35, for example, becomes 1.3.5 under the new system, and all the old ones, and new ones are listed in the new version file: latest.json right next to the old one.

Will I still get updates?

Yes and no. To help with migrations, I've added this version as r40 in the versions file for the old updater, but since old versions like that are not looking at the new file, that will likely be the last version you get notified about.

Players who install r40 (1.4.0), however, will continue to get notifications as normal.

Changelog

  • Updated to 1.18 (officially)
  • Changed version scheme
  • Includes a new update checker
  • Block reports are now generated asynchronously
  • Includes all bug fixes from previous releases

Presence Footsteps r35 for Minecraft 1.17.X / 1.18.X

04 Dec 13:19
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Changelog

  • Fixed foliage footsteps being evaluated against the wrong location (#111)

Presence Footsteps r34 for Minecraft 1.17.X / 1.18.X

29 Nov 17:04
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This will be the last update before we hop along into 1.18.

Re-released to fix missing audio files

Changelog

  • Fixed swimming sound spam when sneaking whilst under water (#104)
  • Fixed entries with attributes not being given higher priority in the blockmap (fixes #108 and #107)
  • Block State attributes are no longer case sensitive (fixes #108 and #107)
  • Fixed sounds playing for entities further than 16 blocks away when set to play sounds for only players

Presence Footsteps r32 for Minecraft 1.17.X

06 Aug 16:51
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Changelog

  • Updated Kirin
  • Fixed disconnect when receiving invalid sound packets from a modded server #98
  • Fixed github links when viewing the mod's info in Mod Menu
  • Remembered to update the version for the update checker

Presence Footsteps r31 for Minecraft 1.17.X

09 Jun 11:20
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Changelog

  • Updated Kirin (fixes crash on startup)

Presence Footsteps r30 for Minecraft 1.17.X

08 Jun 10:26
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Changelog

  • Minimum Java version 16
  • Fixed footsteps and foliage/messy sounds not playing when wading in water
  • Updated to 1.17 with all of the new block types
  • Use the correct sound category when producing sounds for players and entities
  • Fixed players producing footstep sounds whilst sleeping
  • Fixed sounds not fading correctly when transitioning between flying states #87
  • Fixed flying/wingflap sounds becoming quiet and getting stuck like that
  • Added a bipedal avian stance for the furries out there #80 + #86

Presence Footsteps r29 for Minecraft 1.16.X

30 Dec 13:02
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Changelog:

  • Added a Turkish translation thanks to contributions by @egeesin (If there are any translation errors, direct it towards him) (#64)
  • Added a "wet" substrated (suggested by #63)
    • From now on, whenever it is raining and you step on a block open to the sky, you will hear additional wet or muddy footstep sounds
  • Slightly adjusted the sounds created when falling or stepping on chain blocks

Improved Step Determination

Bad name, let me explain: When standing on the ledge between two blocks, typically the mod would produce sounds for both blocks you're standing on, but it would also produce sounds for half blocks or partial blocks that don't quite reach the player's feet.

From now on it will only produce sounds if the player's feet actually reach the top of the block.

Blockmap.json

  • Added global selectors to facilitate the "wet" substrate. Specifying '*' instead of a tag or block id will apply that entry to all blocks.

Bugs Squashed

  • Fixed pitch not varying for metals sounds
  • Fixed resource support for the blockmap not being applied correctly (#67)
  • Fixes for modded and unmapped block sounds (#66)
    • Fixed the primitive map. Blocks without an explicit mapping, like modded blocks, should now produce sounds appropriate to their vanilla counterpart provided they use an existing stepping sound present in the game.
    • Blocks with no mapping and no matching primitive will produce the same sounds they would if Presence Footsteps were not installed