v0.19.6
Fixes
/loopnow fires immediately instead of waiting a full interval for the first send (matches/goal)./loopreplaces, not stacks — starting a new loop on a thread stops any loop already running there instead of piling up multiple.- Fixed duplicate-tick pileup — if a loop tick arrives before the thread's previous turn has finished, it's retried shortly after rather than queuing a duplicate message.
- Added a loop status banner and Stop button, plus a matching footer pill, so an active loop is now visible and can be cancelled from the UI (previously only via
/loop stop).
Full diff: v0.19.5...v0.19.6