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