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.
MP combat fixes: lock + kill + be-attacked-by enemy AI planes
Sync each player's full airborne wing — you now see other players' AI wingmen
MP: broadcast each player's whole airborne wing (you now see other players' AI wingmen, not just their flown plane); peers render a pool of planes, each hittable/lockable
Remember name/crew (skip setup), city air patrols defend cities, Q locks enemy players/AI
MP fixes: remember name+crew (skip setup on return), city air patrols (CAP), lockable peers (Q)
Ship the IFF/diplomacy CLIENT (prior deploy missed it — sync ran from wrong dir)
IFF/diplomacy — red enemies / blue allies / always-hostile AI + P diplomacy screen + stable uid for relationships
IFF / diplomacy: enemies render RED, allies BLUE, AI always hostile + a P diplomacy screen
Show players + AI on radar/map + auto-separate stacked spawns (multiplayer findability fix)
MP findability: show other players + AI carriers on radar AND map (purple players / red AI, named on map); scatter players stuck at the default spawn so they separate
Scatter new captains across the map (fix stacked spawns so players see each other)
MP: scatter new captains across the map (were all spawning stacked at 0,-660)
Carrier00 Phase 3d: server-side AI factions — claim + build FULL cities (housing/defense/airport), roam as sinkable carriers, raid enemy cities (headless-tested)
Carrier00 Phase 3c: shared server-authoritative world — claim/build/raid synced + persistent island ownership + offline defense
Phase 3c: shared server-authoritative world — claim/build/raid synced + persistent
Carrier00 Phase 3: persistent world — server save/restore of carrier/credits/cities/fleet + offline income + net-worth leaderboard (self-migrating carrier00_player table)
Phase 3: persistent world — save/restore credits, carrier, cities, fleet + offline income
Carrier00 Phase 2: PvP combat sync (hit relay + victim-authoritative damage, carrier sink/plane shootdown, tracers + kill feed)
Phase 2: PvP combat — shooter-detect hits on peers, victim applies damage
Carrier00 multiplayer: auth-gated /carrier00 page + isolated socket namespace + shared-presence game client
Multiplayer-ready: net layer + remote players + deterministic world + MP gate
Tune AI: fix early carrier double-KOs, balance to 50/50
Live enemy AI: the commander brain now plays the full game against the player
AI commander brain + headless war sim: two code-only AIs play the full game to a decisive win
Command Center building: HQ dashboard (J) with full status on everything
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
Generated 2026-07-17 from git across all CommsLink repos · page 6/6, showing 501–581 of 581 Carrier00 ships · complete record: /changelog.txt · /changelog.json.