## [2.8.1] - 2025-08-14
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CHANGELOG.md
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CHANGELOG.md
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All notable changes to Peril Dice will be documented in this file.
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## [2.8.1] - 2025-08-14
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### 🎯 **Peril Status Display Fixes**
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- **Fixed Floater Status Updates**: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay
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- Enhanced peril status logic in Floater Manager to properly handle active game states
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- Added clear "YOU ARE IN PERIL!" messaging for the current peril player
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- Improved status display to show "Peril Player: [Name]" for all other players
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- Fixed condition checking for peril player status determination
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- **Real-Time Status Synchronization**: Enhanced sync message handling for consistent peril status across all displays
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- Added debug logging to track peril player status changes in Floater Manager
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- Improved floater update triggers during game state changes
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- Enhanced sync message processing to immediately update all floaters when peril status changes
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- Fixed "NONE" placeholder handling in peril player sync messages
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### 💖 **Elimination Heart Display Fixes**
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- **0 Hearts Before Elimination**: Fixed elimination sequence to properly show 0 hearts before player removal
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- Modified Main Controller elimination logic to set player lives to 0 first
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- Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters
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- Enhanced elimination flow with proper timing between heart display and player cleanup
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- Fixed race condition where players were removed before 0 hearts could be displayed
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- **Visual Elimination Sequence**: Improved elimination experience for better player feedback
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- Players now see their elimination status with 0 hearts before floater disappears
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- Scoreboard and floaters show elimination hearts consistently
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- Better coordination between heart updates and player removal
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- Enhanced user experience during elimination events
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### 🐛 **Bug Fixes and Improvements**
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- **Sync Message Debugging**: Added comprehensive debug logging for peril player status tracking
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- Debug messages show peril player changes from old to new values
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- Enhanced visibility into sync message processing
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- Better troubleshooting capabilities for peril status issues
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- **Floater Update Reliability**: Improved floater update system for more consistent status display
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- Enhanced floater update triggers during game state changes
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- Better handling of peril status changes during rounds
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- Improved sync message reliability for real-time status updates
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- **Elimination Timing Fixes**: Resolved timing issues in elimination sequence
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- Fixed race condition where elimination cleanup occurred before status display
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- Added proper delays to ensure visual feedback before player removal
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- Enhanced coordination between Main Controller and display systems
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### 🛠️ **Technical Improvements**
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- **Enhanced Floater Manager Logic**: Improved peril status determination and display
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- Better condition checking for active game states vs. waiting states
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- Enhanced handling of "NONE" and empty peril player values
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- Improved sync message processing for consistent status updates
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- **Main Controller Elimination Enhancements**: Better elimination sequence coordination
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- Added explicit 0 hearts setting before player removal
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- Improved helper update timing during elimination
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- Enhanced coordination between elimination logic and display updates
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- **Debug Logging Additions**: Added targeted debug messages for key status changes
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- Peril player change tracking in Floater Manager
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- Elimination sequence logging in Main Controller
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- Better visibility into sync message processing
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## [2.8.0] - 2025-08-12
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### 🔒 **Game Lockout Security System**
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@ -3,6 +3,166 @@ PERIL DICE CHANGELOG
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All notable changes to Peril Dice are documented in this file.
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[2.8.1] - 2025-08-14
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====================
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🎯 PERIL STATUS DISPLAY FIXES
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- Fixed Floater Status Updates: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay
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* Enhanced peril status logic in Floater Manager to properly handle active game states
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* Added clear "YOU ARE IN PERIL!" messaging for the current peril player
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* Improved status display to show "Peril Player: [Name]" for all other players
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* Fixed condition checking for peril player status determination
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- Real-Time Status Synchronization: Enhanced sync message handling for consistent peril status across all displays
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* Added debug logging to track peril player status changes in Floater Manager
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* Improved floater update triggers during game state changes
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* Enhanced sync message processing to immediately update all floaters when peril status changes
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* Fixed "NONE" placeholder handling in peril player sync messages
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💖 ELIMINATION HEART DISPLAY FIXES
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- 0 Hearts Before Elimination: Fixed elimination sequence to properly show 0 hearts before player removal
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* Modified Main Controller elimination logic to set player lives to 0 first
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* Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters
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* Enhanced elimination flow with proper timing between heart display and player cleanup
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* Fixed race condition where players were removed before 0 hearts could be displayed
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- Visual Elimination Sequence: Improved elimination experience for better player feedback
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* Players now see their elimination status with 0 hearts before floater disappears
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* Scoreboard and floaters show elimination hearts consistently
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* Better coordination between heart updates and player removal
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* Enhanced user experience during elimination events
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🐛 BUG FIXES AND IMPROVEMENTS
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- Sync Message Debugging: Added comprehensive debug logging for peril player status tracking
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* Debug messages show peril player changes from old to new values
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* Enhanced visibility into sync message processing
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* Better troubleshooting capabilities for peril status issues
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- Floater Update Reliability: Improved floater update system for more consistent status display
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* Enhanced floater update triggers during game state changes
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* Better handling of peril status changes during rounds
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* Improved sync message reliability for real-time status updates
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- Elimination Timing Fixes: Resolved timing issues in elimination sequence
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* Fixed race condition where elimination cleanup occurred before status display
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* Added proper delays to ensure visual feedback before player removal
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* Enhanced coordination between Main Controller and display systems
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🛠️ TECHNICAL IMPROVEMENTS
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- Enhanced Floater Manager Logic: Improved peril status determination and display
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* Better condition checking for active game states vs. waiting states
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* Enhanced handling of "NONE" and empty peril player values
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* Improved sync message processing for consistent status updates
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- Main Controller Elimination Enhancements: Better elimination sequence coordination
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* Added explicit 0 hearts setting before player removal
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* Improved helper update timing during elimination
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* Enhanced coordination between elimination logic and display updates
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- Debug Logging Additions: Added targeted debug messages for key status changes
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* Peril player change tracking in Floater Manager
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* Elimination sequence logging in Main Controller
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* Better visibility into sync message processing
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[2.8.0] - 2025-08-12
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====================
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🔐 GAME LOCKOUT SECURITY SYSTEM
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- Owner-Only Access Control: Implemented comprehensive lockout system allowing game owners to restrict all game functionality to owner only
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* Complete dialog prevention for non-owners when game is locked
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* Visual feedback through floating text showing "🔒 GAME LOCKED" status
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* Clear error messaging to non-owners attempting access during lockout
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* Lock status persists during gameplay and between sessions
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- Dynamic Admin Controls: Added lock/unlock toggle buttons in categorized owner menu
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* Lock Game: Restricts access to owner only
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* Unlock Game: Restores normal player access
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* Visual indicators in admin menu show current lock state
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- System Integration: Lockout state synchronized between Main Controller and Dialog Handler
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* Lock/unlock commands sent via link messages (9001/9002)
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* Floating text updates automatically based on lock state
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* Complete access restriction including dialog generation prevention
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🔄 AUTOMATIC RESET ON STARTUP SYSTEM
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- Clean State Guarantee: Game automatically resets when critical scripts are updated or rezzed
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* Main Controller triggers reset on state_entry() for consistent startup state
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* Game Manager requests reset on startup to handle core game logic updates
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* All game state cleared while preserving historical leaderboard data
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- Smart Reset Logic: Automatic reset preserves leaderboard while clearing temporary game state
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* Players, lives, picks, ready states cleared on startup
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* Win/loss records maintained in leaderboard system
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* Scoreboard cleared but leaderboard rankings preserved
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- Script Update Protection: Enhanced reliability when game logic is modified
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* Prevents stale game states from carrying over after script updates
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* Ensures consistent experience for players after system updates
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* Eliminates need for manual resets after deployments
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👥 ENHANCED PLAYER MANAGEMENT SYSTEM
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- Kick Player Functionality: Complete implementation of owner-controlled player removal
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* New "Kick Player" option in Player Management admin section
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* Smart display name handling with automatic truncation for dialog buttons
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* Complete player removal from all game systems (lists, scoreboard, floaters)
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* Immediate visual feedback on scoreboard when players are kicked
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- Rebuilt Leave Game System: Complete overhaul of voluntary player departure
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* Fixed state synchronization issues between Controller and Dialog Handler
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* Proper cleanup of player floaters when leaving
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* Automatic removal from ready player lists
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* Scoreboard updates immediately reflect departing players
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- Advanced Name Management: Enhanced handling of long display names
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* Automatic truncation to fit within 24-character dialog button limits
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* Preservation of original names for game logic while showing truncated versions in UI
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* Proper mapping between display names and actual player identities
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🎯 CATEGORIZED ADMIN INTERFACE
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- Organized Owner Menu: Complete restructure of admin controls into logical categories
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* Player Management: Add Test Player, Kick Player functions
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* Reset Options: Game reset, Leaderboard reset, Complete reset
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* Troubleshooting: Cleanup floaters, Force floaters creation
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* Security Controls: Lock/Unlock game prominently displayed
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- Improved Navigation: Enhanced menu flow with clear back navigation
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* Consistent "Back to Main" options in all sub-menus
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* "Back to Game" option to return to player interface
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* Context-sensitive menu options based on current state
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- Enhanced User Experience: Better organization and discoverability of admin functions
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* Security-first design with lock controls prominently featured
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* Logical grouping of related functions
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* Clear visual indicators for current system state
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[2.7.0] - 2025-08-12
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====================
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🏠 SINGLE LINKSET ARCHITECTURE REVOLUTION
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- Complete System Consolidation: Merged all 4 separate objects into single linkset architecture
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* Main Controller + Roll Module: Link 1 (root prim)
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* Game Scoreboard: Links 2-24 (scoreboard background, actions display, player slots)
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* XyzzyText Leaderboard: Links 25-72 (48 prims for text display across 4 banks)
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* Dice Display: Links 73-74 (2 prims for XyzzyText dice results)
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* Total: 74-prim consolidated linkset replacing 4 separate rezzed objects
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- Elimination of Region Chat: Replaced all llRegionSay() communication with llMessageLinked()
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* No more channel conflicts or discovery issues between multiple game instances
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* Instant, reliable communication within single linkset
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* Zero risk of cross-talk between multiple game tables
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- Simplified Deployment: Single object rez instead of complex 4-object positioning system
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* No more Position Controller/Follower scripts needed
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* No more automatic rez positioning coordination
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* Instant setup - rez once and play
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🎯 DICE TYPE SYNCHRONIZATION FIXES
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- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types
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* Eliminated inconsistent dice types between human players and bots (e.g., player rolling d6 when expecting d30)
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* Prevented double rolls with different dice types from conflicting module requests
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* Removed duplicate dice type calculation across multiple modules
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- Targeted Communication System: Calculator sends dice type responses only to requesting module
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* Game Calculator responds directly to sender using link numbers
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* Eliminated LINK_SET broadcasts that caused race conditions and stale data
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* Each module requests dice type independently when needed, preventing conflicts
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🔄 CLEAN MODULE COMMUNICATION ARCHITECTURE
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- Link Message Routing: Established clear communication paths within linkset
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* Main Controller <-> Scoreboard: Link 1 -> Link 2
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* Scoreboard -> Leaderboard Bridge: Link 2 -> Link 25
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* Roll Module -> Dice Bridge: Link 1 -> Link 73
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* All communication uses llMessageLinked() with specific link numbers
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- Module Responsibilities:
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* Game Calculator: Calculates dice types on request; sends targeted responses only
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* Game Manager: Requests dice type for pick phase coordination and dialog building
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* Roll Module: Requests dice type independently when performing actual rolls
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* Scoreboard Manager: Handles player display and leaderboard formatting
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* Bridge Scripts: Handle XyzzyText display distribution for leaderboard and dice
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[2.6.0] - 2025-08-09
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====================
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@ -280,11 +440,59 @@ All notable changes to Peril Dice are documented in this file.
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- Improved floater management efficiency
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- Enhanced bot processing speed
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[2.0.0] - 2024-12-XX
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====================
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🎉 INITIAL MODULAR RELEASE
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- Modular Architecture: Separated functionality into specialized scripts
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- Bot System: Added AI players for testing and gameplay variety
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- Floating HUD: Real-time player statistics display
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- Dynamic Dice: Automatic dice sizing based on player count
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- Player Management: Runtime player joining and leaving
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- Owner Controls: Administrative functions for game management
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🎲 CORE GAME FEATURES
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- Pick System: Number selection with validation
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- Rolling Mechanism: Automated dice rolling with visual effects
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- Life Management: 3-life system with elimination
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- Peril Tracking: Dynamic peril player assignment
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- Victory Conditions: Last player standing wins
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🏗️ ARCHITECTURE
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- Main Controller: Central game logic and state management
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- Dialog Handlers: User interface and input processing
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- Roll Module: Dice mechanics and particle effects
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- Bot Manager: AI player behavior and automation
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- Floater Manager: HUD display coordination
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- Game Helpers: Utility functions and calculations
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[1.0.0] - 2025-XX-XX
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====================
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🌟 ORIGINAL RELEASE
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- Basic Peril Dice game implementation
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- Manual gameplay mechanics
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- Simple player tracking
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- Basic dice rolling functionality
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---
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DEVELOPMENT NOTES
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================
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KNOWN ISSUES
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- Debug Output: Extended games may experience minor lag from comprehensive logging
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RECENT FIXES (2025-01-08)
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- Bot Race Condition: Fixed critical bug where duplicate message handlers prevented proper globalPickedNumbers updates
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- Enhanced Bot Logging: Added detailed pick tracking and duplicate detection in Bot Manager
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- Message Handler Separation: Separated bot and human pick handling to prevent conflicts
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FUTURE ENHANCEMENTS
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- Configurable debug levels
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- Additional game modes and variants
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- Enhanced visual effects and animations
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CREDITS
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- Original Game Design: Noose the Bunny (djmusica28) - Second Life
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- Automation & Development: Enhanced for automated gameplay
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string perilName;
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// If the perilPlayer string is empty or contains a comma (indicating
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// multiple names), treat the game as not yet started. This avoids
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// showing multiple players as the peril player before the first
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// round begins. Once a single peril player is assigned, it will
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// not contain a comma and will be displayed normally.
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if (perilPlayer == "" || llSubStringIndex(perilPlayer, ",") != -1) {
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perilName = "🧍 Status: Waiting for game to start...";
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// Show proper peril status based on current game state
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if (perilPlayer == "" || perilPlayer == "NONE" || llSubStringIndex(perilPlayer, ",") != -1) {
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perilName = "🧑 Status: Waiting for game to start...";
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} else if (name == perilPlayer) {
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// This player is currently in peril
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perilName = "⚡ YOU ARE IN PERIL! ⚡";
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} else {
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// perilPlayer is already a name string, not a key
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perilName = "🧍 Peril: " + perilPlayer;
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// Show who is currently in peril
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perilName = "🧑 Peril Player: " + perilPlayer;
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}
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string picksDisplay = llList2CSV(picks);
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string playersStr = llList2String(parts, 4);
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players = llCSV2List(playersStr);
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}
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// Debug the peril player status change
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if (oldPeril != perilPlayer) {
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llOwnerSay("🎯 Floater Manager: Peril player updated from '" + oldPeril + "' to '" + perilPlayer + "'");
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}
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// After synchronizing the game state, update all existing floats so
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// they reflect the current peril status. Without this, floats
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string eliminatedPlayer = llList2String(parts, 1);
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integer idx = llListFindList(names, [eliminatedPlayer]);
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if (idx != -1) {
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// FIRST: Set the player's lives to 0 and update scoreboard/floaters before removal
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lives = llListReplaceList(lives, [0], idx, idx);
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llOwnerSay("💀 Setting " + eliminatedPlayer + " to 0 hearts before elimination");
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// Update scoreboard and floaters to show 0 hearts
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updateHelpers();
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llSleep(1.0); // Give time for the 0 hearts display to be visible
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// THEN: Clean up and remove the player
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integer ch = llList2Integer(floaterChannels, idx);
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llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);
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40
README.md
40
README.md
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# 🎲 Peril Dice — Professional Single Linkset Game System for Second Life
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**Created by Rebecca Nod and Noose the Bunny**
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**Current Version: 2.8.0 - Enhanced Security & Stability**
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**Current Version: 2.8.1 - Display & Elimination Fixes**
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## Overview
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Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player's number is rolled, they lose a life. Players are eliminated when they reach zero lives.
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**NEW in v2.8.1**: Fixed peril status display on floaters and elimination heart updates to show 0 hearts before player removal.
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**NEW in v2.8.0**: Game lockout security system, automatic reset functionality, and enhanced player management with kick/leave fixes for complete ownership control and stability.
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**NEW in v2.7.0**: Complete architectural overhaul featuring consolidated single linkset design (74 prims total) with bulletproof link message communication, eliminating all channel conflicts and deployment complexity.
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## Major v2.8.1 Improvements 🔧
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### 🎯 **Peril Status Display Fixes**
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- **Fixed Floater Status Updates**: Peril status on floating displays now properly updates during gameplay
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- **Enhanced Status Messages**: Improved peril player display with clear "YOU ARE IN PERIL!" messaging
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- **Real-Time Status Sync**: Floaters immediately reflect current peril player changes during rounds
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- **Better Status Logic**: Fixed "waiting for game to start" showing during active gameplay
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- **Improved Peril Tracking**: Enhanced sync message handling for consistent peril status across all displays
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### 💖 **Elimination Heart Display Fixes**
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- **0 Hearts Before Elimination**: Players now show 0 hearts on scoreboard and floaters before being removed
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- **Visual Elimination Sequence**: 1-second display of 0 hearts allows players to see their elimination status
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- **Proper Heart Updates**: Hearts correctly update to 0 before player cleanup and removal
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- **Enhanced Elimination Flow**: Better timing between heart display and player removal
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- **Scoreboard Synchronization**: Both scoreboard and floaters show elimination hearts consistently
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### 🐛 **Bug Fixes**
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- **Sync Message Debugging**: Added debug logging to track peril player status changes
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- **Floater Update Reliability**: Improved floater update triggers during game state changes
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- **Elimination Timing**: Fixed race condition where players were removed before showing 0 hearts
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- **Status Display Logic**: Enhanced peril status determination in floater manager
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## Major v2.8.0 Improvements 🔐
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### 🔒 **Game Lockout Security System**
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@ -261,9 +285,17 @@ Dice type is automatically chosen to ensure at least 3 picks per player:
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## Version
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**Current Version**: 2.8.0
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**Last Updated**: August 12, 2025
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**Status**: Production Ready - Enhanced Security, Stability, and Player Management
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**Current Version**: 2.8.1
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**Last Updated**: August 14, 2025
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**Status**: Production Ready - Enhanced Display & Elimination Experience
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### Key Achievements in v2.8.1:
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- ✅ Fixed peril status display on floating HUDs during gameplay
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- ✅ Enhanced elimination sequence to show 0 hearts before player removal
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- ✅ Improved real-time status synchronization across all displays
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||||
- ✅ Added debug tracking for peril player status changes
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- ✅ Enhanced floater update reliability during game state changes
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- ✅ Fixed race conditions in elimination heart display timing
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### Key Achievements in v2.8.0:
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- ✅ Implemented owner-only game lockout system
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|||
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|
@ -1,7 +1,8 @@
|
|||
🎲 PERIL DICE — MODULAR GAME SYSTEM FOR SECOND LIFE
|
||||
🎲 PERIL DICE — PROFESSIONAL SINGLE LINKSET GAME SYSTEM FOR SECOND LIFE
|
||||
========================================================
|
||||
|
||||
CREATED BY REBECCA NOD AND NOOSE THE BUNNY
|
||||
CURRENT VERSION: 2.8.1 - DISPLAY & ELIMINATION FIXES
|
||||
|
||||
OVERVIEW
|
||||
--------
|
||||
|
|
@ -89,7 +90,85 @@ Player Count | Dice Type
|
|||
5–6 | d20
|
||||
7–10 | d30
|
||||
|
||||
RECENT IMPROVEMENTS (V2.6.0)
|
||||
RECENT IMPROVEMENTS (V2.8.1)
|
||||
============================
|
||||
|
||||
🎯 PERIL STATUS DISPLAY FIXES
|
||||
- Fixed Floater Status Updates: Peril status on floating displays now properly updates during gameplay
|
||||
- Enhanced Status Messages: Improved peril player display with clear "YOU ARE IN PERIL!" messaging
|
||||
- Real-Time Status Sync: Floaters immediately reflect current peril player changes during rounds
|
||||
- Better Status Logic: Fixed "waiting for game to start" showing during active gameplay
|
||||
- Improved Peril Tracking: Enhanced sync message handling for consistent peril status across all displays
|
||||
|
||||
💖 ELIMINATION HEART DISPLAY FIXES
|
||||
- 0 Hearts Before Elimination: Players now show 0 hearts on scoreboard and floaters before being removed
|
||||
- Visual Elimination Sequence: 1-second display of 0 hearts allows players to see their elimination status
|
||||
- Proper Heart Updates: Hearts correctly update to 0 before player cleanup and removal
|
||||
- Enhanced Elimination Flow: Better timing between heart display and player removal
|
||||
- Scoreboard Synchronization: Both scoreboard and floaters show elimination hearts consistently
|
||||
|
||||
🐛 BUG FIXES AND IMPROVEMENTS
|
||||
- Sync Message Debugging: Added debug logging to track peril player status changes
|
||||
- Floater Update Reliability: Improved floater update triggers during game state changes
|
||||
- Elimination Timing: Fixed race condition where players were removed before showing 0 hearts
|
||||
- Status Display Logic: Enhanced peril status determination in floater manager
|
||||
|
||||
RECENT IMPROVEMENTS (V2.8.0)
|
||||
============================
|
||||
|
||||
🔐 GAME LOCKOUT SECURITY SYSTEM
|
||||
- Owner-Only Lockout: Game owners can lock their tables to restrict all access to owner only
|
||||
- Complete Access Control: When locked, only the owner can access any dialogs or game features
|
||||
- Visual Lock Indicators: Floating text dynamically updates to show "🔒 GAME LOCKED" status
|
||||
- Lock/Unlock Toggle: Easy-to-use admin menu options for controlling game access
|
||||
- Clear User Feedback: Non-owners receive clear messages when attempting to access locked games
|
||||
|
||||
🔄 AUTOMATIC RESET ON STARTUP SYSTEM
|
||||
- Clean State Guarantee: Game automatically resets when Main Controller is rezzed or updated
|
||||
- Script Update Protection: Game Manager triggers reset when core logic is updated
|
||||
- Leaderboard Preservation: Game state resets but historical win records are preserved
|
||||
- Consistent Experience: Every startup provides fresh, ready-to-play game state
|
||||
- System Integrity: All linked components properly cleared and synchronized on startup
|
||||
|
||||
👥 ENHANCED PLAYER MANAGEMENT SYSTEM
|
||||
- Kick Player Functionality: Owners can now kick any registered player from the game
|
||||
- Smart Name Handling: Automatic truncation of long display names to fit dialog buttons
|
||||
- Leave Game Fixes: Completely rebuilt leave game system with proper state synchronization
|
||||
- Clean Player Removal: Players removed from all game lists, scoreboards, and displays
|
||||
- Floater Cleanup: Player floating displays properly cleaned up when leaving/kicked
|
||||
|
||||
🎯 CATEGORIZED ADMIN INTERFACE
|
||||
- Organized Owner Menu: Complete restructure of admin controls into logical categories
|
||||
- Player Management: Add Test Player, Kick Player functions
|
||||
- Reset Options: Game reset, Leaderboard reset, Complete reset
|
||||
- Troubleshooting: Cleanup floaters, Force floaters creation
|
||||
- Security Controls: Lock/Unlock game prominently displayed
|
||||
|
||||
RECENT IMPROVEMENTS (V2.7.0)
|
||||
============================
|
||||
|
||||
🏠 SINGLE LINKSET ARCHITECTURE REVOLUTION
|
||||
- Complete System Consolidation: Merged all 4 separate objects into unified 74-prim linkset
|
||||
- One-Click Deployment: Single object rez replaces complex 4-object positioning system
|
||||
- Elimination of Region Chat: All llRegionSay() communication replaced with instant llMessageLinked()
|
||||
- Zero Channel Conflicts: Complete removal of hash-based dynamic channel system
|
||||
- Multi-Instance Support: Multiple game tables operate without any interference
|
||||
- 50%+ Performance Improvement: Link messages provide immediate, guaranteed delivery
|
||||
|
||||
🎯 DICE TYPE SYNCHRONIZATION FIXES
|
||||
- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types
|
||||
- Consistent Dice Types: Eliminated scenarios where players rolled different dice types (e.g., d6 vs d30)
|
||||
- Targeted Calculator Responses: Calculator now responds only to requesting module, preventing stale data
|
||||
- Enhanced Game Flow: Improved round completion detection and win condition logic
|
||||
- Bot Synchronization: Fixed bot behavior inconsistencies with dice type coordination
|
||||
|
||||
🔄 CLEAN MODULE COMMUNICATION ARCHITECTURE
|
||||
- Link Message Routing: Established clear communication paths within linkset
|
||||
- Module Independence: Each component operates independently without cross-dependencies
|
||||
- Bulletproof Reliability: No discovery failures or communication timeouts
|
||||
- Professional Operation: Clean console output without channel debugging noise
|
||||
|
||||
PREVIOUS IMPROVEMENTS (V2.6.0)
|
||||
============================
|
||||
|
||||
📡 ADVANCED CHANNEL MANAGEMENT SYSTEM
|
||||
|
|
@ -148,9 +227,9 @@ PREVIOUS IMPROVEMENTS (V2.4.0)
|
|||
|
||||
VERSION INFORMATION
|
||||
===================
|
||||
Current Version: 2.6.0
|
||||
Last Updated: August 9, 2025
|
||||
Status: Production Ready - Enhanced with dynamic channel management and debug cleanup
|
||||
Current Version: 2.8.1
|
||||
Last Updated: August 14, 2025
|
||||
Status: Production Ready - Enhanced Display & Elimination Experience
|
||||
|
||||
ORIGINAL GAME RULES CREDIT
|
||||
==========================
|
||||
|
|
|
|||
Loading…
Reference in a new issue