CHANGELOG

Changelog

1.2.1

A big freeze-coverage pass after a lot of testing turned up plenty of stuff that was slipping through.

  • Frozen players are actually frozen now, no more jumping, using an item, or drowning while time's stopped. Momentum is conserved despite the freeze
  • Dropped/thrown items keep their momentum instead of just falling
  • Sound now pauses for everyone except whoever cast it
  • The ship, the delivery shuttle, and the company monster all stay put while paused instead of carrying on
  • You can no longer die to a kill that was already in progress when the pause hit (Forest Giant, company monster grabs) — it waits until you resume
  • The entry fan, turret bullets, the old bird's rockets, and a bunch of other particle effects all freeze properly now
  • Enemies no longer keep swiveling to track you while otherwise frozen
  • The Hygrodere's wobble is frozen
  • Cleared out a leftover config setting from an old build that had no business still being there
  • Fixed a bug where a few of the above (item physics, audio, flame effects) could get stuck permanently paused after just one freeze/resume cycle
  • Known issue: the ship/shuttle/old bird flame effects disappear during a pause instead of freezing in place — turns out they're driven by a shader with no real way to pause it, so this is the best we've got for now

1.1.0

  • Enemy freeze now also pauses VFX Graph/particle-driven animations (e.g. locust swarms), not just Animator-driven ones
  • Damage the caster deals to other players while paused is now queued and applied on resume, same as enemy damage
  • Cooldown is now per-player instead of shared globally
  • Scan-pulse flash color is now configurable per-player (ScanPulseColorHex), as a local display preference
  • Added diagnostic logging for an in-progress investigation into a reported caster-identification bug with 3+ players

1.0.0

Initial release.

  • Host-permissioned time stop with a J keybind, chat-command permission granting (/allow, /deny), and a 5-second cooldown
  • Freezes enemies (including contact-triggered attacks), turrets, spike traps, landmines (deferring rather than skipping the explosion), and the mineshaft elevator
  • Damage the caster deals while paused is queued and applied on resume
  • Greyscale/chromatic-aberration visual effect with a sound cue and a pink scan-pulse flash