SingleplayerPause
Freezes gameplay ticks while preserving UI and frame updates in strict singleplayer only.
By evansvl
CHANGELOG
Changelog
0.1.10
- Extends the held-tool sway guard through the zero-delta resume frame after closing the pause menu.
- Prevents the first post-pause
LateUpdatefrom poisoning a rod or weapon transform withNaN.
0.1.9
- Prevents the native held-tool sway update from running with a zero
Time.deltaTimewhile paused. - Fixes fishing rods and weapons disappearing after repeated pauses because their sway transform became
NaN.
0.1.8
- Adds bounded runtime state snapshots at pause request, during the freeze, and immediately before release.
- Captures held/current tool identity, ownership, inventory flags, holders, renderer state, tool and sway positions, hand transition values, and fishing-line state so the remaining disappearance can be diagnosed from one run.
- Repeats paused snapshots only when state changes, avoiding per-frame log spam.
0.1.7
- Fixes the second native draw transition in
PlayerHands, which could still be incomplete after the tool movement transition had reached 100%. - Uses the game's own
Tool.TryActivateAnimatedHandspath to keep weapon and fishing-rod renderers plus IK active during pause. - Removes the
PlayerToolMovement.SetToolinterception from 0.1.6 so native held-item reconciliation is never deferred or left out of sync. - Logs a single runtime recovery line when a hidden held-tool renderer is restored, making the live failure observable.
0.1.6
- Extends the safe-boundary check from firearms to every held
Tool, including fishing rods and melee tools. - Waits for the native tool equip/draw transition to finish before freezing scaled time.
- Defers
PlayerToolMovement.SetToolreconciliation while the freeze is owned, preventing the game from hiding the animated hands mesh and resetting draw progress to zero during pause.
0.1.5
- Waits for the held firearm to finish an active shot, cooldown, queued shot, or reload before acquiring the freeze.
- Removes the broad
Weapon.Updateinterception so the game's own held-item reconciliation always keeps running. - Prevents repeated pauses and pauses during reload from leaving the weapon in a state where projectiles no longer deal damage.
0.1.4
- Freezes
Weapon.Updatetogether with legacy weapon animations during an active singleplayer pause. - Prevents reload, cooldown, queued-shot, and visibility state from advancing against a frozen animation.
- Handles pausing mid-reload and repeated rapid pause cycles without touching fishing-rod or chat updates.
0.1.3
- Narrows the FishNet hook from the full frame update to simulation tick advancement only.
- Keeps FishNet
OnUpdate,OnLateUpdate, the chat, save notifications, and rod frame maintenance active in pause. - Still prevents
OnTick, physics simulation, combat, and boss deadlines from advancing. - Avoids accumulating catch-up ticks while paused.
0.1.2
- Freezes the complete FishNet offline simulation instead of compensating only the boss deadline.
- Prevents weapons, reload state, projectiles, hits, and other tick-driven systems from advancing during pause.
- Resumes without accumulated catch-up ticks, keeping client and server combat state synchronized.
- Retains the strict offline host and exactly-one-client safety boundary.
0.1.1
- Pauses the active boss departure countdown together with gameplay.
- Compensates FishNet network ticks when the pause closes, so the boss keeps the exact remaining time.
- Blocks only the boss departure check while the strict singleplayer pause is active.
- Keeps all boss-timer changes disabled for Steam, multiplayer, clients, and sessions with more than one client.
0.1.0
- Uses the short public name
Singleplayer Pause. - Added gameplay freezing while the native pause menu is open.
- Restricted freezing to offline host sessions with exactly one connected client.
- Added automatic restoration when pause closes, session conditions change, the mod unloads, or the game exits.