# Changelog **Peril Dice Game System - Created by Rebecca Nod and Noose the bunny** All notable changes to Peril Dice will be documented in this file. ## [2.8.0] - 2025-08-12 ### ๐Ÿ”’ **Game Lockout Security System** - **Owner-Only Access Control**: Implemented comprehensive lockout system allowing game owners to restrict all game functionality to owner only - Complete dialog prevention for non-owners when game is locked - Visual feedback through floating text showing "๐Ÿ”’ GAME LOCKED" status - Clear error messaging to non-owners attempting access during lockout - Lock status persists during gameplay and between sessions - **Dynamic Admin Controls**: Added lock/unlock toggle buttons in categorized owner menu - ๐Ÿ”’ Lock Game: Restricts access to owner only - ๐Ÿ”“ Unlock Game: Restores normal player access - Visual indicators in admin menu show current lock state - **System Integration**: Lockout state synchronized between Main Controller and Dialog Handler - Lock/unlock commands sent via link messages (9001/9002) - Floating text updates automatically based on lock state - Complete access restriction including dialog generation prevention ### ๐Ÿ”„ **Automatic Reset on Startup System** - **Clean State Guarantee**: Game automatically resets when critical scripts are updated or rezzed - Main Controller triggers reset on `state_entry()` for consistent startup state - Game Manager requests reset on startup to handle core game logic updates - All game state cleared while preserving historical leaderboard data - **Smart Reset Logic**: Automatic reset preserves leaderboard while clearing temporary game state - Players, lives, picks, ready states cleared on startup - Win/loss records maintained in leaderboard system - Scoreboard cleared but leaderboard rankings preserved - **Script Update Protection**: Enhanced reliability when game logic is modified - Prevents stale game states from carrying over after script updates - Ensures consistent experience for players after system updates - Eliminates need for manual resets after deployments ### ๐Ÿ‘ฅ **Enhanced Player Management System** - **Kick Player Functionality**: Complete implementation of owner-controlled player removal - New "Kick Player" option in Player Management admin section - Smart display name handling with automatic truncation for dialog buttons - Complete player removal from all game systems (lists, scoreboard, floaters) - Immediate visual feedback on scoreboard when players are kicked - **Rebuilt Leave Game System**: Complete overhaul of voluntary player departure - Fixed state synchronization issues between Controller and Dialog Handler - Proper cleanup of player floaters when leaving - Automatic removal from ready player lists - Scoreboard updates immediately reflect departing players - **Advanced Name Management**: Enhanced handling of long display names - Automatic truncation to fit within 24-character dialog button limits - Preservation of original names for game logic while showing truncated versions in UI - Proper mapping between display names and actual player identities ### ๐ŸŽฏ **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 - **Improved Navigation**: Enhanced menu flow with clear back navigation - Consistent "โฌ…๏ธ Back to Main" options in all sub-menus - "โฌ…๏ธ Back to Game" option to return to player interface - Context-sensitive menu options based on current state - **Enhanced User Experience**: Better organization and discoverability of admin functions - Security-first design with lock controls prominently featured - Logical grouping of related functions - Clear visual indicators for current system state ### ๐Ÿ› ๏ธ **System Reliability and State Management** - **Enhanced Message Synchronization**: Improved communication reliability between scripts - Better coordination between Main Controller and Dialog Handler for player operations - Proper message sequencing for kick/leave operations - Race condition prevention in player registration and removal - **State Consistency Improvements**: Enhanced data integrity across all game components - All game lists maintain synchronization during player changes - Floater cleanup properly coordinated with player removal - Ready state management integrated with player lifecycle - **Error Recovery Enhancement**: Better handling of edge cases and unexpected states - Improved validation of player operations - Enhanced cleanup procedures for interrupted operations - More robust handling of script restart scenarios ### ๐Ÿ“Š **Memory Management and Performance** - **Efficient Data Cleanup**: Proper memory management during player operations - Complete cleanup of all player-related data structures - Efficient list operations for player removal - Proper floater channel management and cleanup - **Reduced Memory Footprint**: Optimized storage of player state information - Efficient mapping between display names and original names - Streamlined admin menu data structures - Better garbage collection during reset operations ### ๐Ÿ”ง **Technical Infrastructure Updates** - **Link Message Protocol Extensions**: New message types for enhanced functionality - Message 9001: Lock game command from Dialog Handler to Main Controller - Message 9002: Unlock game command from Dialog Handler to Main Controller - Message -99998: Reset request system for script update coordination - **Floating Text Management**: Dynamic text updates based on system state - Lock/unlock status reflected in floating text - Game progress indicators maintained - Clear visual feedback for all system states - **Admin Security Model**: Comprehensive owner verification throughout system - All security-sensitive operations validate owner identity - Lock/unlock operations restricted to game owner only - Consistent security model across all admin functions ### ๐ŸŽฎ **User Experience Improvements** - **Clear Feedback Systems**: Enhanced messaging for all user interactions - Lock status clearly communicated to all users - Kick/leave operations provide immediate feedback - Error messages are clear and actionable - **Professional Admin Interface**: Polished owner experience with logical organization - Intuitive menu structure follows user workflow - Consistent visual design and button labeling - Context-appropriate options based on current game state - **Seamless Player Experience**: Minimal disruption during admin operations - Quick player removal without game interruption - Smooth ready state management - Preserved game flow during player changes ## [2.7.0] - 2025-08-12 ### ๐Ÿ—๏ธ **MAJOR ARCHITECTURAL OVERHAUL - Single Linkset Design** - **Complete System Consolidation**: Merged all 4 separate objects into single linkset architecture - Main Controller + Roll Module: Link 1 (root prim) - Game Scoreboard: Links 2-24 (scoreboard background, actions display, player slots) - XyzzyText Leaderboard: Links 25-72 (48 prims for text display across 4 banks) - Dice Display: Links 73-74 (2 prims for XyzzyText dice results) - Total: 74-prim consolidated linkset replacing 4 separate rezzed objects - **Elimination of Region Chat**: Replaced all `llRegionSay()` communication with `llMessageLinked()` - No more channel conflicts or discovery issues between multiple game instances - Instant, reliable communication within single linkset - Zero risk of cross-talk between multiple game tables - **Simplified Deployment**: Single object rez instead of complex 4-object positioning system - No more Position Controller/Follower scripts needed - No more automatic rez positioning coordination - Instant setup - rez once and play ### ๐Ÿ“ก **Dynamic Channel System Removal** - **Channel System Elimination**: Removed entire hash-based dynamic channel calculation system - No more `calculateChannel(offset)` functions across scripts - No more MD5-based hash generation for channel uniqueness - No more owner key + object key channel calculations - Eliminated ~78000 to ~86000 channel range management - **Communication Simplification**: All inter-component communication now uses link messages - Scoreboard communication via link messages to specific prim numbers - Leaderboard updates via link messages to bridge scripts - Dice display updates via link messages within linkset - Zero external channel dependencies ### ๐ŸŽฏ **Dice Type Synchronization Fixes** - **Critical Race Condition Resolution**: Fixed major bug where Game Manager and Roll Module independently requested dice types - Eliminated inconsistent dice types between human players and bots (e.g., player rolling d6 when expecting d30) - Prevented double rolls with different dice types from conflicting module requests - Removed duplicate dice type calculation across multiple modules - **Targeted Communication System**: Calculator sends dice type responses only to requesting module - Game Calculator responds directly to sender using link numbers - Eliminated `LINK_SET` broadcasts that caused race conditions and stale data - Each module requests dice type independently when needed, preventing conflicts ### ๐Ÿ”„ **Clean Module Communication Architecture** - **Link Message Routing**: Established clear communication paths within linkset - Main Controller โ†” Scoreboard: Link 1 โ†’ Link 2 - Scoreboard โ†’ Leaderboard Bridge: Link 2 โ†’ Link 25 - Roll Module โ†’ Dice Bridge: Link 1 โ†’ Link 73 - All communication uses `llMessageLinked()` with specific link numbers - **Module Responsibilities**: - **Game Calculator**: Calculates dice types on request; sends targeted responses only - **Game Manager**: Requests dice type for pick phase coordination and dialog building - **Roll Module**: Requests dice type independently when performing actual rolls - **Scoreboard Manager**: Handles player display and leaderboard formatting - **Bridge Scripts**: Handle XyzzyText display distribution for leaderboard and dice ### ๐Ÿ› ๏ธ **Game Flow Improvements** - **Win Condition Protection**: Enhanced Game Manager to detect single remaining player and stop rounds - Prevents infinite game loops where bot fights itself after human elimination - Game properly ends when only one player remains instead of continuing indefinitely - **Round Completion Logic**: Improved detection of round completion across all scenarios - Handles Direct Hit, No Shield, and Plot Twist outcomes correctly - Enhanced sync protection against empty pickQueue overwrites during active rounds - **Pick Dialog Synchronization**: Game Manager uses correct dice type for human pick dialogs - Ensures number selection dialogs show appropriate range (1-6 for d6, 1-30 for d30) - Maintains consistency between dialog options and actual roll dice type ### ๐Ÿ“Š **Display System Integration** - **Scoreboard Integration**: Scoreboard prims now part of main linkset (Links 3-24) - BACKGROUND_PRIM: Link 3, ACTIONS_PRIM: Link 4, FIRST_PLAYER_PRIM: Link 5 - Player prims span Links 5-24 (20 player slots with profile pictures and hearts) - Direct link message communication for instant updates - **Leaderboard Integration**: XyzzyText leaderboard integrated as Links 25-72 - 48 prims across 4 banks of 12 characters each for "TOP BATTLE RECORDS" display - Formatted leaderboard shows positions 1-11 with wins/losses in "W:X/L:Y" format - Communication via Leaderboard Bridge script on Link 25 - **Dice Display Integration**: Dice results display as Links 73-74 - Real-time dice roll results showing "Player: rolled X" format - Victory displays showing "PlayerName|WON" for game winners - Communication via Dice Bridge script on Link 73 ### ๐Ÿƒโ€โ™‚๏ธ **Performance and Reliability** - **Zero Channel Conflicts**: Complete elimination of region chat channel issues - **Instant Communication**: Link messages provide immediate, guaranteed delivery - **Multi-Instance Support**: Multiple game tables can operate without any interference - **Simplified Maintenance**: Single object to manage instead of 4-object coordination - **Memory Efficiency**: Removed channel calculation overhead and hash generation processing ### ๐Ÿ—‘๏ธ **Removed Systems** - **Dynamic Channel Management**: Entire hash-based channel system removed - **Position Controller/Follower**: No longer needed with single linkset design - **Automatic Rez Positioning**: Eliminated complex multi-object positioning scripts - **Region Chat Dependencies**: All `llRegionSay()` calls replaced with `llMessageLinked()` - **Channel Discovery**: No more channel assignment reporting or debugging tools needed ### ๐ŸŽฎ **User Experience** - **One-Click Deployment**: Single object rez for complete game setup - **Reliable Operation**: No communication failures or channel conflicts - **Clean Console**: No channel debugging messages or communication errors - **Professional Presentation**: Integrated display components work seamlessly together ## [2.6.0] - 2025-08-09 ### ๐Ÿ“ก Advanced Channel Management System - **Dynamic Channel Calculation**: Implemented sophisticated channel assignment system to prevent conflicts - Channels calculated using combined hash of owner key + object key for uniqueness - Prevents interference between multiple game tables owned by same person - Each game instance gets completely unique channel space - MD5-based hash generation creates 0-255 range offsets for channel distribution - **Multi-Instance Support**: Multiple game tables can now operate simultaneously without channel conflicts - **Automatic Channel Assignment**: - Main Controller: ~-78000 range (CHANNEL_BASE - offset - hash) - Dialog Handler: ~-79000 range - Roll Module: ~-80000 range - Bot Manager: ~-81000 range - Scoreboard: ~-83000 range - Leaderboard: ~-84000 range - Position System: ~-85000 range - Floater Base: ~-86000 range (with per-player offsets) - **Channel Debugging**: Owner receives detailed channel assignments on startup for troubleshooting ### ๐Ÿงน Debug Output Cleanup Campaign - **Main Controller Noise Reduction**: Removed verbose debug messages causing chat spam - Eliminated touch event logging (`"DEBUG: touch_start - sender: X"`) - Removed dice type result debug output (`"DEBUG: Roll result: X on dY"`) - Cleaned up excessive state change notifications - Preserved essential error messages and critical game flow information - **Floater Manager Debug Cleanup**: Significantly reduced verbose owner messages - Removed detailed picks data logging from `getPicksFor()` function calls - Eliminated floater cleanup debug messages (channel, index, player data confirmations) - Removed sync state debug information showing counts of lives, picks, and names - Maintained important error reporting for malformed data and critical issues - **Professional Operation Standards**: Game now operates with minimal console noise ### ๐ŸŽฏ Enhanced User Experience - **Reduced Log Spam**: Console output now focuses on meaningful information only - **Essential Information Preserved**: Error messages and critical game events still logged - **Clean Monitoring**: Easier to spot actual issues without debug noise overwhelming chat - **Multi-Table Deployment**: Support for running multiple game instances without interference ### ๐Ÿ› ๏ธ Technical Infrastructure Improvements - **Performance Enhancement**: Reduced string processing overhead from debug output removal - **Memory Optimization**: Less memory usage from debug string concatenation and storage - **Channel Architecture**: Robust system for managing communication channels across components - **Hash-Based Uniqueness**: Cryptographically sound channel assignment preventing collisions - **Maintainability**: Cleaner codebase easier to debug when real issues occur ### ๐Ÿ”ง System Reliability - **Conflict Prevention**: Eliminates channel conflicts that could cause cross-talk between games - **Instance Isolation**: Each game table operates in completely isolated channel space - **Debugging Tools**: Built-in channel reporting for troubleshooting communication issues - **Production Ready**: Professional-grade logging levels suitable for live deployment ### ๐Ÿ“‹ Implementation Details - **Channel Calculation Function**: `calculateChannel(offset)` in all major scripts - **Initialization Reporting**: Detailed channel assignments logged on script startup - **Cross-Script Consistency**: All components use same channel calculation method - **Owner Transparency**: Clear visibility into assigned channels for admin purposes ## [2.5.0] - 2025-08-08 ### ๐Ÿ›ก๏ธ Registration Security Fixes - **Duplicate Registration Prevention**: Fixed critical bug where players could register multiple times by rapid clicking - Added `pendingRegistrations` list to track registration requests in progress - Prevents duplicate registration messages from being sent while first registration processes - Automatic cleanup of pending registrations after completion or timeout - **Startup Sequence Protection**: Fixed bug allowing player joins during game initialization - Added `gameStarting` flag to block registrations immediately when "Start Game" is clicked - Eliminates timing window between game start and `roundStarted` flag activation - Maintains owner exception for admin menu access during gameplay ### ๐ŸŽฎ Improved Game Flow Control - **Enhanced Touch Handler**: Better handling of registration status with user feedback - **State Management**: Proper cleanup of both `gameStarting` and `pendingRegistrations` during reset - **User Experience**: Clear messaging when registration attempts are blocked during active periods ### ๐Ÿ› Critical Bug Fixes - **Race Condition Resolution**: Eliminated duplicate player entries from rapid multiple touches - **Game Disruption Prevention**: Stopped unwanted joins during critical game startup phase - **Consistent Game State**: All registration paths now properly validate timing and prevent duplicates - **Duplicate Pick Prevention**: Fixed `continueCurrentRound()` function to properly rebuild `globalPickedNumbers` with uniqueness checks - **Data Corruption Fix**: Resolved issue where `globalPickedNumbers` could contain duplicates, causing inconsistent bot pick validation - **Delimiter Handling**: Enhanced parsing to correctly handle both comma (human) and semicolon (bot) pick delimiters - **Server-Side Pick Validation**: Added robust server-side validation in `Main.lsl` to prevent duplicate picks from being accepted - Human picks are now validated against `globalPickedNumbers` before acceptance - Invalid picks are rejected with clear error messaging to the player - Player receives new dialog with updated available numbers after rejection - Eliminates client-side bypass vulnerabilities in duplicate prevention - **Loss Tracking**: Fixed missing loss records in leaderboard when players are eliminated - Added `GAME_LOST|` message broadcast when players are eliminated - Eliminated players now properly appear in leaderboard with loss counts - Provides complete game statistics showing both wins and losses - **Enhanced Display Name Handling**: Implemented robust player name resolution with fallback system - Added `getPlayerName(key id)` helper function in all scripts (Main.lsl, Dialog Handler, StatFloat) - Prioritizes modern `llGetDisplayName()` for better user experience - Falls back to legacy `llKey2Name()` when display names are unavailable - Handles network issues, offline avatars, and viewer compatibility problems - Ensures no player is ever shown as blank or missing name - Consistent name handling across all game components and messages ## [2.4.0] - 2025-08-08 ### ๐Ÿ“ Position Management System - **Master-Follower Architecture**: Complete position synchronization system for all game components - **Position Controller Script**: Main controller object manages movement of scoreboard, leaderboard, and displays - **Follower Script Template**: Generic follower script that reads position settings from config notecard - **Config-Based Positioning**: Position offsets and rotations defined in "config" notecard for easy customization - **Automatic Movement Sync**: When controller moves, all linked objects maintain relative positions - **Position Reset Tools**: Built-in recalibration system for repositioning knocked-out components - **Multi-Object Coordination**: Seamless movement of entire game system as single unit ### ๐Ÿงน Production Code Cleanup - **Debug Code Removal**: Complete removal of all debug logging statements and test messages - Removed `llOwnerSay("DEBUG: ...)` calls throughout Main.lsl (lines 147, 161, 479, 517, 523, 527, 874, 1163) - Eliminated development-time diagnostic messages and empty debug blocks - Cleaner, more professional game experience without debug clutter - **Syntax Error Fixes**: - Fixed critical missing closing brace on line 835 in Main.lsl causing compilation failure - Resolved LSL syntax errors that prevented script execution - All scripts now compile cleanly without warnings or errors ### ๐Ÿ› ๏ธ Development Quality Improvements - **Production Readiness**: Scripts optimized for live deployment without development artifacts - **Performance Enhancement**: Eliminated unnecessary debug output reducing execution overhead - **Memory Optimization**: Reduced script memory footprint by removing debug string operations - **Code Maintainability**: Cleaner codebase structure for future development - **Professional Polish**: Game system ready for production deployment ### ๐Ÿ”ง Technical Improvements - **LSL Compliance**: All scripts pass Second Life LSL compilation standards - **Execution Efficiency**: Faster script performance without debug processing overhead - **Position Synchronization**: Robust communication system for coordinated object movement - **Config System**: Flexible notecard-based configuration for easy position adjustments - **Error Resolution**: Fixed all syntax issues preventing proper game operation ### ๐Ÿ“š Documentation Updates - **Position System Guide**: Comprehensive instructions for setting up position management - **Reset Tools Documentation**: Step-by-step guide for recalibrating positions - **Version Tracking**: Updated to semantic versioning 2.4.0 - **Change History**: Detailed tracking of all modifications and improvements ## [2.3.0] - 2025-08-05 ### ๐Ÿ† Visual Scoreboard System - **Dynamic Player Grid**: Real-time visual scoreboard displaying all players with profile pictures and heart count - **Profile Picture Integration**: Automatic fetching of Second Life avatar profile pictures via HTTP requests - **Heart Texture Display**: Visual life representation using custom heart textures (3, 2, 1, 0 hearts) - **Bot Profile Support**: Special profile texture for TestBot players - **Immediate Updates**: Hearts update instantly when lives change, before any dialogs appear ### ๐ŸŽญ Enhanced Status Display System - **Visual Status Actions**: Large action prim displaying current game status with custom textures - **Specific Status Messages**: - **Direct Hit**: When peril player picks their own rolled number - **No Shield**: When nobody picks the rolled number - **Plot Twist**: When peril switches to a new player - **Elimination**: When a player is eliminated - **Victory**: When someone wins the game - **Peril Selected**: When a new peril player is chosen - **Title**: Default/idle state ### โšก Perfect Status Timing - **Protected Display Time**: Each status shows for 8 seconds with automatic clearing - **Strategic Delays**: 2-second delays after status messages prevent overwriting - **Sequential Flow**: Elimination โ†’ 6.4s delay โ†’ Victory โ†’ 9s delay โ†’ Reset - **Immediate Visual Feedback**: Hearts and status update instantly, delays protect display time ### ๐ŸŽฏ Comprehensive Leaderboard - **Persistent Win Tracking**: Player victories saved across game sessions - **XyzzyText Integration**: Three-prim text display system for leaderboard - **Automatic Sorting**: Top players by win count with formatted display - **Separate Reset Options**: Game reset vs. leaderboard reset vs. complete reset ### ๐ŸŽฎ Enhanced User Interface - **Categorized Owner Menus**: Organized into Game Control, Player Management, Reset Options, etc. - **Dialog Recovery**: Players can recover lost dialogs by touching the controller - **Admin Menu Access**: Owner can access admin functions during gameplay - **Improved Menu Flow**: Streamlined navigation with clear categorization ### ๐Ÿ”ง Technical Improvements - **Multi-Object Architecture**: Scoreboard and leaderboard as separate linked objects - **HTTP Profile Fetching**: Robust system for retrieving avatar profile pictures - **Texture Caching**: Profile pictures cached to avoid repeated HTTP requests - **Region-Based Communication**: Cross-object messaging using `llRegionSay` - **Elimination Sequence**: Visual 0-hearts display before player removal ### ๐Ÿ› Critical Fixes - **Heart Update Timing**: Fixed hearts not updating until after next-turn dialog - **Victory Overwriting Elimination**: Added proper delay between elimination and victory status - **Status Message Conflicts**: All status messages now have protective delays - **Profile Picture Fallbacks**: Proper handling of failed HTTP requests - **Scoreboard Reset**: Fixed scoreboard not clearing when game resets ## [2.2.0] - 2025-08-04 ### ๐ŸŽญ Major UX/Presentation Improvements - **Dramatic Messaging System**: Complete overhaul of game messages with thematic styling - **Public Announcements**: Key game events now visible to all players in public chat - **Context-Rich Roll Messages**: Dice rolls now show both dice type and result - **Split Hit Messages**: Different messages for "picked own doom" vs "no shield" scenarios ### ๐ŸŽฎ Enhanced Player Experience - **Player Join Messages**: `๐Ÿ’€ PlayerName has entered the deadly game! Welcome to your potential doom! ๐Ÿ’€` - **Ready State Messages**: - `๐Ÿ‘‘ PlayerName steps forward as the game master - automatically ready for the deadly challenge! ๐Ÿ‘‘` - `โš”๏ธ PlayerName steels themselves for the deadly challenge ahead! โš”๏ธ` - `๐Ÿƒ PlayerName loses their nerve and backs away from the challenge! ๐Ÿƒ` - **Pick Announcements**: `๐ŸŽฏ PlayerName stakes their life on numbers: 1, 2, 3 ๐ŸŽฒ` - **Game Start**: `โšก ALL PARTICIPANTS READY! THE DEADLY PERIL DICE GAME BEGINS! โšก` ### ๐ŸŽฒ Improved Roll Messages - **Main Roll**: `๐ŸŽฒ THE D6 OF FATE! PlayerName rolled a 5 on the 6-sided die! ๐ŸŽฒ` - **Plot Twist**: `โšก PLOT TWIST! PlayerName picked 5 (rolled on d6) and is now in ULTIMATE PERIL! โšก` - **Direct Hit**: `๐Ÿฉธ DIRECT HIT! PlayerName picked their own doom - the d6 landed on 5! ๐Ÿฉธ` - **No Shield**: `๐Ÿฉธ NO SHIELD! Nobody picked 5 - PlayerName takes the hit from the d6! ๐Ÿฉธ` ### ๐Ÿ”ง Critical Bug Fixes - **StatFloat Duplication**: Fixed bug where new StatFloat objects were created on every life loss instead of updating existing ones - **Duplicate Message Handling**: Removed duplicate `HUMAN_PICKED` handlers that caused double processing - **Malformed Entry Warnings**: Fixed LSL parsing issues with empty picks entries - **Cleanup Optimization**: Reduced excessive StatFloat cleanup messages during reset ### ๐Ÿ› ๏ธ Technical Improvements - **Debug Message Cleanup**: Removed excessive debug output while preserving essential error reporting - **Message Handler Optimization**: Streamlined communication between scripts - **LSL Parsing Fixes**: Better handling of trailing empty elements in data parsing - **Memory Management**: Improved StatFloat lifecycle management ## [2.1.0] - 2025-08-03 ### โœจ Major Features Added - **Ready State System**: Players must mark themselves ready before games can start - **Game Protection**: Prevents players from joining games in progress - **Performance Optimization**: Reduced lag by limiting confetti to wins only - **Enhanced Bot Intelligence**: Improved bot behavior and duplicate number avoidance ### ๐Ÿ”ง Core Fixes - **Complete Game Flow**: Fixed end-to-end gameplay from start to finish - **Elimination Logic**: Proper handling of player elimination and game continuation - **Win Condition**: Fixed victory detection and game ending - **Data Synchronization**: Resolved corruption in pick data between scripts - **Peril Player Assignment**: Fixed race conditions in peril player transitions ### ๐ŸŽฎ Gameplay Improvements - **Dynamic Picking**: Number of picks now properly based on peril player's lives - **Duplicate Prevention**: Enhanced system to prevent duplicate number selection - **Dialog Pagination**: Improved number selection interface for d30 dice - **Floater Updates**: Real-time HUD updates throughout gameplay - **Bot Continuation**: Bots now properly continue games when humans are eliminated ### ๐Ÿ› ๏ธ Technical Enhancements - **Modular Communication**: Improved inter-script messaging system - **Error Handling**: Comprehensive validation and error recovery - **Memory Management**: Better floater cleanup and channel tracking - **Data Encoding**: Fixed CSV conflicts with semicolon encoding system - **State Management**: Robust game state synchronization across modules ### ๐Ÿ› Bug Fixes - Fixed missing pick dialogs after game events - Resolved duplicate message issues between scripts - Fixed lives reset problems between rounds - Corrected floater display inconsistencies - Fixed bot confusion during player elimination - Resolved pick data corruption issues - Fixed peril player variable sync problems ### โšก Performance - Removed confetti from life loss (keeping only victory confetti) - Optimized debug output to reduce lag - Improved floater management efficiency - Enhanced bot processing speed ## [2.0.0] - 2024-12-XX ### ๐ŸŽ‰ Initial Modular Release - **Modular Architecture**: Separated functionality into specialized scripts - **Bot System**: Added AI players for testing and gameplay variety - **Floating HUD**: Real-time player statistics display - **Dynamic Dice**: Automatic dice sizing based on player count - **Player Management**: Runtime player joining and leaving - **Owner Controls**: Administrative functions for game management ### ๐ŸŽฒ Core Game Features - **Pick System**: Number selection with validation - **Rolling Mechanism**: Automated dice rolling with visual effects - **Life Management**: 3-life system with elimination - **Peril Tracking**: Dynamic peril player assignment - **Victory Conditions**: Last player standing wins ### ๐Ÿ—๏ธ Architecture - **Main Controller**: Central game logic and state management - **Dialog Handlers**: User interface and input processing - **Roll Module**: Dice mechanics and particle effects - **Bot Manager**: AI player behavior and automation - **Floater Manager**: HUD display coordination - **Game Helpers**: Utility functions and calculations ## [1.0.0] - 2025-XX-XX ### ๐ŸŒŸ Original Release - Basic Peril Dice game implementation - Manual gameplay mechanics - Simple player tracking - Basic dice rolling functionality --- ## Development Notes ### Known Issues - **Debug Output**: Extended games may experience minor lag from comprehensive logging ### Recent Fixes (2025-01-08) - **Bot Race Condition**: Fixed critical bug where duplicate message handlers prevented proper `globalPickedNumbers` updates - **Enhanced Bot Logging**: Added detailed pick tracking and duplicate detection in Bot Manager - **Message Handler Separation**: Separated bot and human pick handling to prevent conflicts ### Future Enhancements - Configurable debug levels - Additional game modes and variants - Enhanced visual effects and animations ### Credits - **Original Game Design**: Noose the Bunny (djmusica28) - Second Life - **Automation & Development**: Enhanced for automated gameplay - **Architecture**: Modular LSL system for scalability and maintainability