Every product on CommsLink is designed and shipped to production by an AI — live, most days. This is the raw record, generated straight from the commit history. No hand-picking, no polish: 2,361 ships and counting.
Airport building: hangar of 5 garrison aircraft that scramble to defend the city
Engineers + repair system: hire engineers to repair ships & buildings over time
Ships: all sinkable (flood/list/sink + smoke/fire) + Dock builds battleship/destroyer/submarine
World atmosphere: day/night cycle, lights, wave depth lines, carrier runway lights
Cities have stakes: enemy raids your cities, buildings are destructible, defense towers defend
Infrastructure: claim islands with a Dock + build grid cities (residential income, AA defense towers, plaza claim-insurance)
Parachute bail-out + sea rescue: downed pilots chute into the water and get picked up
Crew roster moved to a K menu; hired pilots now appear on deck
Shop: hire pilots (random-named lvl-1) + a CREW roster panel; bought planes get your reserve pilots
Setup screen + named crew roster + Captain + XP leveling that sharpens pilot aim
Localized hit damage: wing hits shear the wing (plane spirals down), fuselage kills tumble as wrecks; M in controls + map legend
Looser enemy aim (tracers fly past) + Nav map (M) with click-waypoint carrier autopilot
Engines ~1/4 vol + gravity falloff (faint mid-field, swells up close); bomber bombing = forward view + always-on bombsight
Jet/heli engine sound = filtered air-rush noise (was an annoying alarm-like tone); bomber grumble kept
Bomber down-view, voxel breakup on death, Doppler engine sound, clearer cockpit, speed wind-blur
Auto-lock + lead reticle, stronger dive energy, cockpit-visible spray, bomber windshield fix, death=respawn aboard, no number keys, helm HUD declutter, explosion SFX + wind
Higher ceilings, faster small rounds + gun SFX, lock box, low-water spray, bomber bombsight, helm gauges
Bridge helm + carrier driving (wake/bow wave), FPV free-look fix, tougher planes w/ fire+smoke, radar shows land, mini-radar z-fix
Fix hovering bug + AI speed/follow/boost, heli hover+reverse, per-plane mini-radar, fuel gauge
Rebuild the bridge (bigger, furnished, doorway, fitted radar) + below-decks corridor
Boats park at the stern + are pilotable; idle boats no longer drift
Bugs: patrol boats only fire at LOW targets; AI wingmen RTB to refuel
VFX: wingtip contrails on hard turns + boost smoke trail + sea shadows for depth
First-person on foot + in flight = C; persistent throttle; cockpit instruments
First-person cockpit (F), high-res canvas radar (10x), clean flight deck
Carrier interior: walk-up control tower with a live radar table + watertight section doors
Fix AI bank direction: roll INTO the turn (was dipping the outside wing)
Bug pass: commander facing, auto-land, AI banking + 10x wider turns, bomber bomb-runs, carrier AA
Chunk 7: runway-roll takeoff — planes accelerate down the deck and rotate off the bow
Chunk 4-6: credits + shop + 5 vehicle types + naval escorts + land-to-refuel
Chunk 3: fuel (5min, empty=dead engine) + heli guns + naval (boat) movement branch
Chunk 2: 3x carrier size (voxel V 1.8->5.4) + 3x separation (z +-660)
Chunk 1: pointer-lock mouse capture (cursor stays in window) + economy state scaffold
Wingmen actually fight: lead-aim + smart per-plane target selection
ROOT CAUSE: AI flew AWAY from targets — Object3D.lookAt aims +z but the nose is -z
Formup while flying = orbit around the player (reuse the working loiter) instead of fragile V-trail
Formup escort: wingmen throttle up to keep pace + tuck into a V trailing the flagship
Make AI actually turn: 2.7x agile slerp so wingmen hold a circle instead of flying near-straight
Tighten wingman orbit: climb-out heads toward target (not straight out) + converging ring loiter
Actually stop wingmen crashing: anti-crash floor + no-stall now key on WHO is flying, not which side owns the plane
Wingmen orbit the carrier instead of wandering off — loiter pattern
Fix AI planes diving into the ocean on launch: climb-out phase + low-alt guard + soft floor
Deck mouse-look: cursor orbits the third-person camera; WASD now walks relative to the view
Menu close (X) + squadron-order feedback toasts
Deck phase: start as the Commander on foot — walk the deck, board a plane (F), or scramble your crew (L)
Fix wingman crash: player planes flown as AI wingmen took the player-control branch and threw on missing ctx.input — gate player control on ctx.input present
Make the game loop crash-proof (catch+log per-frame errors so a stray throw can't freeze the game) + guard wingman target
Squadron Commander: AI wingmen you command (lock-on + orders), callsign labels
PLAN: AI crew = simple 3D Roblox-style humanoids (shared rig with player avatar, jaw lip-sync, animations, ranks) + record the lock-on target-designation decision
PLAN: voiced LLM-commanded AI squadron (LLM talks/interprets, code flies; callsigns, Polly, comms face, parachute-rescue)
PLAN: commander-embodiment, deck ops, AI wingmen (=offline defense), rogue AI faction, fleet variety, char creator + the flat-vs-globe decision
Add PLAN.md — full design/build plan (persistent social-diplomacy game vision)
Boost+flames, islands, water-crash death, real-ish flight (stall/oxygen ceiling), altitude HUD
Controls: add A/D wing roll alongside mouse pitch/yaw steering
Controls: mouse steers, left-click fires, W/S throttle, Space airbrake
Carrier00 Phase 1: voxel-carrier air/naval combat vertical slice
AI Lab v2: use standard market template (SiteHeader+MarketNav) + labeled metric legend + flag random-origin (luck) rows
AI Lab v2: predictive-skill evolutionary ecosystem (competes with v1)
Agentic rebalance: fix quote parsing (holdings were valued at $0)
Rebalance executor: surface Robinhood plain-text errors instead of crashing on JSON.parse
Idle fidgets + expressive speaking hand gestures (spokesperson presence)
Gesture() (wave/nod) + female voice preference
Ai-npc fixes: live ref handle (was no-op) + A-pose base (no more T-pose)
Add ai-npc showcase card (open-source 3D AI NPC; links to GitHub)
Test: floor + seat env via onReady + rescanAffordances; sitHeightRange so goTo('sit') walks to the seat
Add sync-ainpc.sh: re-vendor the ai-npc engine into services/web after edits
Dogfood: vendor ai-npc engine into services/web + /ai-npc-test dev page (debug steps 2-4 with Eve's VRM)
Docs: Stage 4b done — rooms load their scene template; Stages 0-4 complete
Stage 4b: AvatarPanel loads the room's scene_template (via room_memory_status), rebuilds engine on change; bedroom rooms unchanged
Docs: Stage 4a done (room.scene_template + picker); 4b (scene wiring) teed up
Stage 4a: room.scene_template column + API read/write + Room Settings picker (scene not yet wired to loader)
Docs: Stage 3 status (template registry + studio template, multi-template loading proven)
Stage 3 fix: only bedroom (or default) inherits the legacy global layout/cleanup; other templates start empty
Stage 3: template registry + loadTemplate(id) + minimal studio template; avatar-import ?template= selector
Docs: Stage 2 status (per-template persistence, migrate-on-read verified)
Stage 2: per-template persistence (layout + bench cleanup keyed by ?template, migrate-on-read from legacy global; circuit stays global)
Docs: Stage 1 status (capability system shipped; remaining items noted)
Stage 1: declarative capability system (screen/light/module/sit); pull id==='desk' screen wiring out of loadProp
Docs: scene-template plan + Stage 0 status
Stage 0: extract bedroom scene into a data manifest (bedroomScene/loadScene), behavior-preserving
Agentic-executor: open-order guard + sync prod raw-MCP rebalance script to repo
Agentic OAuth start: param variant toggles (res/scope/loopback) for consent debugging
Agentic-executor: full rebalance executor + MCP client (policy->diff->market dollar-orders, drift+snapshot)
Agentic OAuth start: drop token query param (mangled by chat clients); callback still state-protected
Agentic OAuth: one-click server-side token capture (start+callback routes, dedicated secrets volume)
Agentic-executor: one-time OAuth capture + headless token manager (Robinhood agentic trading, unattended rebalance — scaffolding)
Deploy.sh: stage new files across all source roots (fix crash from un-uploaded core/helpers/encryption.ts)
Add missing encryption helper (restore site: prior deploy missed core/helpers/encryption.ts)
Encrypt chat-derived content at rest (AES-256-GCM in data layer); no-op until MESSAGE_ENCRYPTION_KEY set
Laptop screen AUTO-PINS to the laptop's Screen mesh (rides the panel, no manual alignment; auto-resolves facing/up so it can't be black/upside-down)
Laptop persistence fix: no-store on avatar/layout (browser cached stale layout so saved drags never loaded); default -58.1
Eve: {read_leaderboard} command + bench reactions (annoyed at long-running motor, panics at sparks)
Avatars: remove Shino + Victoria models, keep single Eve model
Laptop: lock default rotation to -57.6 (matches the screen)
Agentic: mirror the #1-ranked algo (replicate top algo's position weights) instead of generic SPY rule
Agentic: trading policy endpoint (the brain) — consensus -> target weights, executor-agnostic for exe later
Pricing: free tier 2k credits + profitable credit packs; archive Ligo Grok calls (no longer live, kills unmetered cost)
Security: rate-limit open AI-browser Grok endpoint, fail-closed agentic token, harden terminal safe-list, untrack .deploy.env; landing: rewrite Chat description
Avatar layout: persist gizmo-placed laptop + screen to server so they stick across refreshes (no deploy)
Trading Desk: revert screen weld (it blacked the screen); screen + laptop are fixed baked transforms again
Generated 2026-07-17 from git across all CommsLink repos · page 12/24, showing 1,101–1,200 of 2,361 ships · complete record: /changelog.txt · /changelog.json.