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