The IdlePing reminder now pulses every 1.5 seconds instead of every 4, and is a little brighter, so it reads as a steady pulse rather than an occasional flicker.
0.1.7
Fixed upgrade cards showing old stat values, such as 20.2x > 20.5x twice in a row, when you picked the same upgrade again while going through the queue in multiplayer. The cards and stats panel now update once the host applies your previous pick.
0.1.6
New IdlePing setting, on by default: while upgrades are queued, a faint ping repeats around the counter every few seconds as a reminder. Turn it off in the HUD settings.
0.1.5
Queued upgrades now survive a crash or disconnect. When you rejoin the same run, they come back with the choices you had rolled. The queue is saved to BepInEx/config/UpgradeQueue.rejoin.txt and is only restored if it matches the run you rejoined.
0.1.4
Fixed losing control of your character when the end-of-wave upgrade vote opened while a queued upgrade was on screen. The queued upgrade now closes first: a pick you already made is applied, otherwise it goes back in the queue with the same choices.
0.1.3
Closing a queued upgrade without picking keeps its choices, so reopening it is no longer a free reroll.
0.1.2
PingIntensity setting (0.25–2) scales how far, bright and thick the level-up ping is.
0.1.1
Queued upgrades open one after another until the queue is empty (PickAllInARow, on by default).
Pressing the open key before picking closes the screen and keeps the upgrade queued.
The counter gives a sonar ping when a new level-up is queued (PingOnLevelUp).
0.1.0
Level-up upgrade popups are queued instead of opening, without holding up the upgrade phase for other players.
Open queued upgrades with a rebindable hotkey (default U), or a button while the inventory is open.
HUD counter of queued upgrades, with configurable corner.
Optional pause while picking in single player.
The queue is cleared when a run starts or ends.
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