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.
Scale the SR-71 down by half (flyable model + parked silhouette + deck-park height)
Heli windscreen see-through + FPV eye at pilot seat (was blocked by dark-blue glass); bullets = orange .50-cal tracers (enemy red) instead of spheres, laid along flight path
Login picker: drop AI-Browser + AI-vertizing, order Carrier00/Chat/Markets, greet 'Welcome <username>, where to?'
Login: after a generic sign-in (landing page, no returnUrl) show an app picker — Chat/Markets/Carrier00/AI-Browser/AI-vertizing; contextual logins still go straight to their returnUrl
Carrier00 perf: 60fps cap (high-refresh displays were doing 2-2.4x work), ~11Hz throttle on heavy DOM panels, pause sim+render when tab hidden
Remove videocoms voice (Web Speech TTS) entirely — keep the comms popups, now text-only + timer-advanced
Log out button in the ESC settings menu — signals the page to clear the session + re-show the login modal
In-page login/sign-up modal for logged-out visitors (no redirect) — finish auth and drop straight into the game, never bounced to chat
Carrier00 #18 videocoms deepen: ordnance-away (bombs/torpedo), splash/kill calls, all-clear, mayor gratitude near friendly cities
Carrier00 #17a: Foundation = plain matte-black slab (no cement marks)
Carrier00 #10: dock the airport hangar at the runway's green-threshold end (mouth down the strip) — fly in low+slow to land, garrison taxis out to take off
Carrier00 #11: ice = giant jagged continuous pack-ice sheets (multi-lobe irregular outline, overlap into a continuous field), not discs
Carrier00 #3: centered flight HUD (navball+altitude+fuel above command bar) + dock Abilities button beside unit-command bar
Carrier00 #12: Torpedo Bomber carrier strike jet (guns + 2 wing torpedoes, RMB drops, dive-bombs ships/buildings)
Carrier00 #18: VIDEOCOMS — StarFox-style crew comms framework (portrait + name + voiced line via the free Web Speech API; Comms.say() so Polly voice files can drop in later). Situational triggers: commander warns of incoming bombers/fighters, wounded wingmen call for help + a teammate answers, boot-up greeting. Crew voices vary by personality
Carrier00 #14: peer/bot CAP planes now have a real model + forward HEADLIGHT/beam + blinking red/green nav lights (were bare lightless boxes = 'alien jets')
(2) wind-blur vignette only shows while BOOSTING (was any high speed); (5) shuttle launch is now walk-up-to-the-pad + F (Y no longer teleport-launches); (6) cities glow from orbit at night (per-city warm billboard that brightens with altitude)
(8) jet + SR-71 wingtip red/green nav lights now blink at the standard ~1Hz strobe rate; (9) fishing boats — removed the red/green side nav lights, added warm cabin windows on all 4 sides (front/back/port/starboard, shared material → red for enemy boats)
Carrier00 fixes: (4) lightning glow sphere no longer lingers as a translucent bubble near the carrier (opacity now zeroes after the flash); (regression) rooftop beacons follow the building height instead of floating; (1) fighter/bomber anti-cheat speed cap raised to cover afterburner; (7) darker near-black night + space sky; (13) bombers no longer auto-scramble to defend (attack-only); (15) only the tallest residence gets a landing pad
Gentle up-close ocean shimmer — animated NORMAL map (shading-only ripples, never a colour pattern) drifting on the sea; normalScale fades to 0 by ~800m altitude so it's flat from orbit (no quilt). Calmer at night
Clean ocean — stripped the tiling water texture (repeating dark-blue patches), the scrolling wave-line overlay, and the sun-glitter sparkles (the floating circles) that made the sea a patchwork-quilt from orbit. Now a smooth sphere in the M-map deep teal (0x16586e), night-dimmed. Reads clean up close + from space
Carrier00 population: empty/starved cities now SHRINK to short stubs (resHeightFactor 0.3x empty -> 1.6x packed; was 1.0x even at zero pop = looked prosperous). Server growth slowed to ~1 pop/min (was ~96/min) so a city + its fishing fleet must be defended a long while before real tax; sunk fleet starves the city down fast (visible die-off). 75 carrier00 tests pass
(1) minimap zoomed ~5x in (280m) + enemy jet icons enlarged -> see flanking attackers; (2) city central runway now HIDDEN until an Airport is built (player + AI); (3) Airport rebuilt as a hollow half-cylinder HANGAR (biggest footprint) with garrison planes parked INSIDE it, launching down the central runway
Carrier00 shuttle: (1) RE-ENTRY BURN — plasma fire shell wraps the windward side + trails over the hull, FPV view fills with fire, survivable glow band, burns up only if too fast too low; (2) jet-style cockpit overlay (canopy bow, A-pillars, dashboard/glareshield); (3) removed spaceMap — M now opens the globe map showing a shuttle icon + its orbit ring (map tracks orbital items)
Carrier00 #9: guide bar now driven by APOAPSIS not speed (climb steep when low, ease to horizon near target alt, DIP BELOW horizon when overshooting -> turns you over far sooner); + atmospheric DRAG on the rocket (strong low, gone by ~3.5km) so you cant cheese a 500m orbit -- must climb out of the air first (the real reason gravity turns exist). Target orbit alt 4500
Carrier00 #9: removed the orbit trajectory line (navball guide replaces it); improved guidance — gentler thrust (24/44 vs 34/80) for reaction time, faster pitch-over (flatter ascent, less 'really high'), + a THROTTLE DIRECTIVE (BURN -> CUT THRUST -> too fast) with SPD-vs-target readout so you stop burning before escaping
Carrier00 #9 fix: trajectory now judges 'will my path hit the ground?' (periapsis vs surface) BEFORE the escape check — escape ENERGY while diving into the planet now reads SUB-ORBITAL/orange (you'll crash), not a false ESCAPE. Periapsis computed universally for ellipse+hyperbola
Carrier00 #9: gravity-turn GUIDE BAR on the navball (Gemini's idea) — a target-pitch line that starts straight-up and drifts to the horizon as you build orbital speed; keep the nose on it to carve a clean gravity turn, turns green at orbit
Carrier00 #9 orbit fixes: (1) classify orbit by ENERGY not eccentricity so a vertical launch reads SUB-ORBITAL not ESCAPE; (2) push starfield far past the planet in space so the globe OCCLUDES it (fixes stars-through-planet + invisible ocean); (3) extend fog far past the whole globe in orbit so the planet renders solid + the full orbit ring is visible (was fogging out beyond ~1/4)
Carrier00 #9 fixes: orbit is now ALWAYS the full closed ellipse (focus=planet centre) — sub-orbital passes THROUGH the ground (orange), orbit clears it (green), escape breaks open (red). Removed the confusing Ap/Pe marker bubbles + removed time-warp (no speeding up time in a shared world)
Shuttle orbital mechanics + cockpit rework (#9) — time-warp (, / .), full closed-orbit trajectory that wraps the planet with Ap/Pe markers, live orbital readouts (Ap/Pe altitude + ETAs, orbital velocity), reworked cockpit instrument cluster (navball w/ prograde+retrograde, throttle/fuel, warp)
Abilities panel (#6) — Call Police Helicopter (5-min cd, summons your city heli) + remote Nuclear Strike (2-h cd, fires from an armed deployed sub within carrier-radar range of the target). HUD launcher button, persisted cooldowns
Planet-wide cloud blanket visible from orbit (#2) — translucent sun-lit cloud shell wrapping the globe, fades in with altitude, greys under storm
SR-71 is now a 1-of carrier plane — dedicated 3x Blackbird model (needle nose, chines, twin spiked nacelles, canted tails), parked in front of the control tower; moved from city tab to carrier air-wing
World-anchored clouds (fly through them, visible from orbit) + fishing-boat port/starboard nav lights
Carrier00 flight feel batch: (3) rudder (A/D) yaw cut ~5x + now induces a slight bank toward the turn — no more pivot-on-a-dime; you must roll+pull to come about. (4) pitch authority cut to ~1/3 so pull-ups aren't razor-sharp (better PvP), still pulls up harder than down. (8) wingtip nav lights — port red / starboard green
Carrier00 anti-cheat: server-side credit-balance validation (anti-inflation). The server now seeds an authoritative balance from restore+offline income and, on each save, clamps the saved credits to a generous income ceiling (200k/s + 2M slack) since the last save -- a money hack (e.g. 9e9) is clamped + flagged so fake money can NEVER bank/persist. Decreases (spends) always accepted; zero false-positives on legit income. Persists the validated value, never the raw client claim. (Does not yet stop in-session spending of inflated credits -- that needs the full purchase-path inversion.)
Carrier00 anti-cheat: hit validation. (1) Fire-rate cap -- hit events above 25/s (a real weapon's max) are dropped + flagged, killing the spam-instakill exploit. (2) Range check on carrier-gun/bomb hits -- the shooter's authoritative (movement-clamped) position must be within 1200u of the victim's carrier, else dropped + flagged, killing across-map sniping. Both fail-open when positions are unknown (no false rejects). Logs to carrier00_cheatlog + pings admin
Carrier00 anti-cheat v1 (foundation): server-side movement audit. Server now tracks each player's CONTROLLED unit (client sends pos+type+stable id), and if it moves faster than that unit could possibly go (max x5, covering boost+altitude) it (a) logs to a new carrier00_cheatlog audit table, (b) pings admin (puppy) in-game, and (c) CLAMPS the server's authoritative position to the cap so the hack gains nothing. Switching units is a sanctioned discontinuity (no false flag); sustained breaches only. Also: deploy-ec2.sh now force-recreates so api code actually restarts on deploy (the bug that left the 5h-stale CAP_SPD running)
Carrier00 flight realism: vertical lift. Only the upright component of lift holds you up -- level holds altitude, a steep bank starts to sink (lift's vertical support fades toward knife-edge), and flying INVERTED actively pulls the plane DOWN (lift points at the ground), harder the further past vertical you roll. So banking now turns AND, rolled far enough, pulls you down too
AI fighters/SR-71 now visibly BANK into their turns (amped the model bank-gain for fast-aligning types — they snapped onto targets so quickly the bank never showed). Bomber bank left as-is (already looked right)
Carrier00 banked-turn fix: (1) direction was INVERTED -- now bank right turns right, bank left turns left. (2) ~10x too sensitive -> rate 1.6 dropped to 0.16, so a shallow bank barely turns and you must lay it over to carve. (3) removed the up.y guard that killed the turn at knife-edge -- wings-vertical now turns hardest
Carrier00 flight realism: (2) elevator authority is now asymmetric -- you pull UP much harder (1.25x) than you can push the nose down (0.55x), like a real stick. (3) BANKED TURN: banking now actually curves the flight path toward the low wing (lift vector tilts) -- the steeper the bank the harder it turns, so banking flies the turn instead of doing nothing. (4) Dead-engine GLIDE: out of fuel the nose eases onto a glide slope and the plane glides down on its wings instead of falling straight down (you can still pull up to flare)
Carrier00 flight UX: (1) when the cursor is freed (ESC / any menu open -> pointer unlocked) the craft now HOLDS its current attitude and flies straight instead of carving toward the stale cursor while you click buttons. (2) Removed the moving white virtual-stick crosshair (circle+dot) while flying -- it was distracting; the on-foot ADS crosshair stays
Carrier00 SR-71 autopilot fix: the garrison AI (updateAirports) was steering EVERY plane in a city airport list -- including the SR-71 you're flying -- so your input and the AI's return-to-base loiter fought each other and banked it back toward your city (position-dependent lean). Now any plane flownByPlayer is skipped by the garrison AI entirely; your own controls alone drive it. Also reverted my wing-leveler / roll-recenter / quaternion-restore experiments (back to the original flight feel) per request. Kept the water-crash fix
FIX planes passing through water (regression) + add flight-drift diagnostic. The new crash gate used _climbout<=0, but _climbout is set to 1.2 on launch and only decremented in the AI branch, so player-flown planes stayed at 1.2 forever and never crashed. Now gated purely on _airTime>1.5 (increments for player AND AI). Also added a toggle (\ key) HUD readout of the plane's actual bank angle + lat/lon, to diagnose the lean (sim bank vs view tilt)
Carrier00 flight fix: added a WING-LEVELER. With no roll input the plane now eases its bank back to wings-level, so releasing the stick flies straight instead of holding a bank that carved a constant turn forever (felt like 'something keeps turning the SR-71'). Roll-mode stick also re-centers promptly now (0.9->2.6/s) so releasing actually stops the input. Hold the mouse out to still bank + carve
Carrier00 sphere-render fix: flying aircraft now QUATERNION-restore in renderWrapped (userData.freeRot) instead of Euler-restore, so a plane's free 3D orientation no longer drifts/leans frame-to-frame at speed (Euler cannot round-trip roll+pitch+yaw cleanly near gimbal). Ships/carrier keep the Euler-restore that fixed their wave-bob upside-down bug. Fixes the SR-71 'forgetting straight' / curving at speed
Planes die on water contact instead of floating. Crash threshold is now per-type belly clearance (SR-71 6 / bomber+E-3 5 / fighter+heli 3) instead of a flat y<=2 that sat below the big SR-71 hull (so it skimmed/floated on the sea). Gated by a 1.2s post-takeoff grace + climb-out so runway departures don't self-crash; AI keeps its y>=9 self-preserve. Touching the sea = instant death now
Bombers now run their bomb passes just ABOVE the tallest standing building on the target city (cityBombY = max building roof + 16) instead of a fixed low height that flew INTO the skyline. Bombs still fall onto the city. Fixes both the deployed city-strike bombers and the SP enemy city raiders
SR-71 minimum speed 90 -> 38 (close to a fighter's 34) so it can actually slow down enough to land -- it was previously too fast at its floor to ever touch down
Walk off the carrier deck into the water. Walking past the deck footprint now drops you overboard into swim mode (instead of being clamped at the rail); swim back to the hull and press F to climb aboard (existing flow). Deck walk is otherwise unchanged up to the edge
Carrier00 fix: NPC CAP was flying at ~SR-71 speed (CAP_SPD 170 / chase 235) -- a normal fighter cruises 62 / max 88. Dropped CAP to cruise 60 / chase 88 / turn 1.8 so bot fighters match a real fighter and cannot outrun the player
Carrier00 city force-projection INDICATOR: the globe map now draws a coloured arc from each of your cities to the city its garrison is deployed against (red = enemy strike, blue = ally/own defend, yellow = neutral watch). Rebuilt live from the deploy flags, so it appears the moment you send a wing and vanishes on recall / when they come home -- the missing visual feedback for the deploy order
Carrier00 Admiral command UI: an in-game command bar (Attack / Area / Follow / Hold / Return / Land) above the unit cards PLUS keybinds (T attack, G follow, H hold) issue per-group orders to the active control group (else the live selection, else your whole wing+fleet) -- like an admiral pointing units around the battlefield. Area arms a map-click strike point. New per-unit plane orders (follow/hold/land) override the squad default; ships use route/home/engage. Unit cards/selection panel now show each unit's current ACTION (Attacking/Holding/Following/Returning/Moving/Patrolling) alongside its HP
Carrier00 Stage 4: peer carriers (enemy/ally/AI) now render a REAL flight deck -- dashed runway centreline, deck-edge lines, fore/aft threshold bars, and a touchdown circle -- so an enemy carrier reads as a runway and you can see where to set down on an ally's. Landing on allied carriers (refuel+repair, hold W/Space to take off) already worked; this gives every peer carrier the proper deck to land on
Carrier00 Stage 3: every player's whole surface fleet (destroyers, battleships, subs, cargo, boats, landing craft) now broadcasts in the per-frame state and renders + interpolates on every other client via the same system as planes -- so you see your allies' and enemies' fleets move in real time, hull-coloured by relationship and lockable/identifiable. A dived sub stays hidden. (Naval PvP on peer ships is a follow-up; this is the render/update unification.)
Carrier00 Stage 2: server-flown city-garrison CAP. A bot-owned city with an airport now SCRAMBLES a small server-side fighter garrison when a hostile (non-allied human OR enemy faction unit) comes within range, defends the city, and lands again once the sky clears. Anchored to the city (flagship CAP tracks the moving carrier; garrison holds over its city), broadcast in the same peer_state.pl so everyone sees it and can shoot it down. Closes the air-defense gap from Stage 1 (cities had no CAP after the phantom client CAP was removed). Total faction planes capped for safety
Carrier00 server-authoritative NPC air (Stage 1): AI factions now fly REAL CAP fighters on the server (8Hz brains, ~18Hz broadcast in peer_state.pl), so every player sees the SAME planes, the same dogfights, the same deaths. CAP engages the nearest hostile unit -- a rival faction's CAP OR a non-allied human's carrier/planes -- treating a human exactly like a rival's units (defends home waters within a leash). Players and their AI wingmen can shoot the CAP down (server adjudicates the kill, plane vanishes for everyone); NPC hits on the player reuse the PvP victim-authoritative wire format. Removed the old per-client phantom CAP (driveCAP) that only existed on one screen. Tracks online players' unit positions server-side for targeting
Garrison persistence + city-deploy fixes. (1) Whole airport garrison (fighters/bombers + SR-71) now persists across refresh and sits on the runway, not just the SR-71. (2) City force-projection now resolves the target city by map position (nearestIslandTo) so right-clicking any enemy/ally/neutral city works without a precise marker hit. Empty source garrison now toasts a clear message instead of doing nothing
Carrier00 city force-projection: select your city on the globe map, right-click another city to send its airport garrison there. Enemy city -> bombers attack buildings + jets escort; ally/own -> circle and guard; neutral -> circle and hold fire (until flagged enemy or recalled). Right-click open sea recalls them home. Behavior re-checks the target's relation each frame; low fuel/target-razed auto-returns home
Patrolling planes now ENGAGE — a plane on a patrol route breaks off to attack any enemy within half the carrier radar range (fighters dogfight/strafe, bombers gut ships) then resumes its route, instead of flying right past contacts
Land on ALLIED carriers — fly low+slow over an ally's carrier to set down, refuel + repair, then hold W/Space to take off (your plane rides their deck while parked). Symmetric, so allies can land on yours too
Helicopters faster — full-stick now hits full max (was capped at 70%) and max bumped 46->54 so they out-run a destroyer; AI helis 0.85->0.95. Lock reticle nose-bias strengthened (4u, also covers peer planes)
Destroyer scaled +25% for more walkable flight-deck room; helipad pulled inboard so you dismount with clear deck fore and aft (no rail trap). Lock reticle now biases toward the nose for airborne aircraft so it sits on the hull, not back at the mid-fuselage origin near the exhaust/contrail
Lock reticle BOX + distance now coloured by IFF relation (was hardcoded red) — locking your own ship/plane shows GREEN, ally blue, neutral yellow, bot/enemy red. The name was already coloured; this fixes the box + distance
Globe-map plane triangles now point their heading (directional arrowheads); SR-71 (thin dart, icy-blue) and E-3 (broad delta, cyan) get distinct icons; cargo ship gets a hull icon that points its heading. PLUS the SR-71 (airport garrison) now PERSISTS across refresh — saved per-island and re-spawned on its runway when the airport syncs back
SR-71 no longer self-immolates on launch — marked high-alt so it's slow in dense air near the deck (cant reach burn speed) and only hits top speed UP HIGH; lifts off at a sane speed. E-3 now orbits AT the carrier radar edge so its bubble extends coverage beyond, not uselessly inside
Editable + persistent patrol paths for carrier PLANES (same as destroyers) — select a plane on the globe map, right-click to move / shift+right-click to chain waypoints / close on its marker to loop a patrol; wingman AI flies the route, RTBs to refuel and resumes; route persists across reload and draws when selected
E-3 default patrol — when airborne and not flown, it auto-loiters near the carrier radar edge at ~1000m (above the jet ceiling, unarmed, never engaged); reuses the existing wingman RTB/refuel cycle so it returns, refuels, and re-takes-off to resume the patrol
Carrier00 cargo fixes: scale to carrier-class (x5), ride LOW so the hull sits under water (laden draft), keep CG- callsign on restore (was becoming LC-) + persist ship callsigns. Plus 200M test fund
Stop renaming planes to pilot names (applyCrew was overwriting F1-F4 callsigns with the pilot name); planes keep their own callsign, pilot stays as crew. Plus one-time 200M test fund
Carrier00 fix: E-3 + SR-71 now have proper PARKED silhouettes (radome / black dart) on the deck/runway instead of a jet (makeParkedPlane had no case for them, and I was downgrading them to fighter); callsign now persisted so a reload keeps E3-1 as E3-1 instead of renaming it
Carrier00 fix: purchases now persist IMMEDIATELY (buildBar saves the instant credits drop) so a quick refresh can no longer eat a bought E-3/cargo/ship; the 10s autosave + pagehide save were racing the purchase. Plus a one-time 8,000,000 cr refund for the E-3 the bug ate
Carrier00 F9: Zumwalt-class destroyer rework — long tumblehome hull, knife wave-piercing bow, faceted pyramidal deckhouse, forward AGS gun, two VLS missile clusters, deck-edge torpedo tube, and a clear aft helipad. Walkable deck + helipad updated to the new 32x4.4 dimensions
Carrier00 feedback batch A: SR-71 parks on its CITY runway (boardable, needs Command Center + Airport); E-3 reworked (bomber-size, 2 engines, spinning rotodome), 2M to 8M, auto-cruises above the jet ceiling on patrol, its own cyan radar ring+sweep on the globe map; altitude readout above the fuel gauge; resource HUD recolored (oil black/steel silver/uranium fluor-green/copper) with hover tooltips; flight trajectory line default OFF (rocket stays on); distinct minimap icons for cargo/SR-71/E-3
Carrier00 AI (item 13): factions now COMPETE for strategic resource territory — bot expansion biases toward uranium (poles) > steel/copper (mid-lat) > oil, mirroring the client's resource map, so the player can't quietly corner scarce metals. Additive scoring tweak; tsc clean; 98 tests pass
Carrier00 supply-chain foundation (item 12): islands produce resources by geography (oil=tropics, steel/copper=mid-latitudes, uranium=poles); buildable Cargo Ship (5M, slow/unarmed/container model) auto-loads an owned city's resource and delivers to your carrier; persisted stockpile + HUD; capital ships now need Steel, nukes need Uranium (starter stock so it's a taste, then you must trade across the map). Build-bar header shows each city's product
SR-71 Blackbird (city tab, 10M, needs Command Center, ~5x jet speed + 4x boost endurance, unarmed, near-orbit ceiling, overheats if flown fast low) + E-3 Sentry (carrier tab, 2M, needs Command Center, slow/high/unarmed, extends globe-map radar half the carrier's range). Both gated by hasHQ, parked on the carrier deck to fly
Carrier00 atmosphere/orbital update: soft oxygen ceiling (no bounce, 2x alt, power fades), altitude air-density (less power+less drag up high, jetliner sweet spot), re-entry burn-up, altitude sky gradient (blue->violet->black+stars) for ALL planes, above-the-weather, thick Line2 trajectory lines (rocket color-coded + per-plane cut-power ballistic arc, toggle backtick), orbit-achieved toast, trimmed boost so it won't trivially escape
Relationship-colored locks (own=green/ally=blue/neutral=yellow/bot=red) + pilots now earn XP on hits & kills (player pilots were stuck at lvl1)
Carrier00 fixes: (1) carrier HP bar now shows for returning captains — gate on setupDone not the legacy 'started' flag they never trip; (2) minimap rotates with your look direction (lookYaw) while on foot/deck, centred on you; (3) compass N now points to true world north (-Z, the globe's north pole) instead of +Z — 'point N, fly forward' now goes north; (4) build menu moved below the relocated minimap (was overlapping it)
Carrier00 UI: relocate the globe instructions to the bottom-right in the main-game controls style (right-aligned, faded, no pill); move the territory/waters readout + carrier HP bar to the top-right (waters above HP), shifting FPS + minimap down into a clean right-edge column
Carrier00 map UX: fishing boats hover/click for stats (city, owner, HP%) but NOT commandable — yours always, enemy while radar-swept; replaced the overlapping TERRITORIES toggle with a bottom-centre MAP / 🧩 TERRITORIES mode switcher (cards stay above it)
Carrier00 map: click a selected region again to deselect; territory fills 75% more transparent (alpha 0.62->0.16, see-through); ignore stale-green saved colour so player paints CYAN; show your fishing boats on the globe always + enemy fishing boats when radar-swept
Carrier00 territory: unowned regions now have NO fill (per-vertex RGBA alpha → bare ocean shows, borders still outline them); player colour = cyan; click a region on the globe to highlight its outline (yellow) + a prominent top-centre panel showing region name / owner / population (Unowned Territory · No Owner · 0 Population if unclaimed)
Persist ship custom routes/loops (survive refresh — ship keeps looping AND its path can be drawn); show patrol-path lines ONLY for the SELECTED unit on the globe; faction colours Specter=red, Kraken=orange
Carrier00 territory polish: border lines ~75% more transparent (opacity 0.5->0.13); a faction's OWN connected regions no longer show an internal border (owner-aware rebuild); TERRITORIES legend moved to bottom-left (clear of the Map Key); faction colour overrides — Tempest navy, Maelstrom yellow, Reaper near-black
Carrier00 territory map: vibrant CK-style faction palette + vibrant player swatches + fill opacity 0.62; unclaimed now paints the natural ocean colour (reads as unpainted, borders still show); added a TERRITORIES legend/key on the globe listing each faction's colour + name
Carrier00 territory colours: each faction its OWN colour (warm/violet palette, identity not relation) so AIs are distinct; player picks a nation colour at setup (persisted); neutral = true grey; fills now BLENDED via per-corner vertex interpolation (no more 90deg colour edges); border lines = slightly transparent white
Carrier00 territory: drop the assignment domain-warp (clean Voronoi → every island owns its own contiguous region: fixes criss-cross borders + two-cities-in-one-region, no city-moving/wipe needed). Organic look now from marching-squares 45 diagonals + Laplacian corner-rounding on the border lines
Carrier00 territory borders: marching-squares smoothing — staircase 90s become long 45 diagonals, straights stay straight, multi-region junctions star to a clean centre. Big step toward CK borders
Carrier00 territory borders: domain-warp the Voronoi with smooth multi-octave sphere noise so province borders wander organically (mix of straight + curvy) instead of perfect bisector triangles — CK-style hand-drawn feel. Deterministic (identical borders for all players); the whose-waters readout uses the same warp
Carrier00 territory borders: replace fat filled borders with THIN 1px province lines (constant screen thickness, like the radar ring), grid 320->400x200 for smoother boundaries. Every island shown as land + a region; islands no longer buried under borders
Carrier00 territory painter → Crusader Kings look: bold dark province borders between ALL regions (owner-independent, static, separate mesh), 320x160 grid for smooth borders, every island is a region incl. arctic/remote (massive single-island regions), full-globe coverage, neutral regions grey with visible borders
Carrier00 territory painter: globe (M) now paints a Voronoi region per island (nearest-island = territory, geodesic so wrap/poles are correct) coloured by owner — take an island, take its region. TERRITORIES toggle on the globe + a live 'whose waters' HUD readout (reads YOU, not the carrier — fixes the Selene header confusion)
Fishing Boat added to the (renamed) SHIPS tab; Defense + Coastal buildings RETIRED — removed from build menus, AI build order, and stripped from the live world on load (build() rejects them; placeBuilding ignores legacy ones). Airports are now a city's defense
Carrier00 city naming: founding pops a name dialog (persisted + synced to all players via city_name socket); AI factions auto-name cities from a Greek/Roman pool (Roma, Syracusae, Korinthos…); names show in the build-bar header, globe map, and battle logs. Server: name field + setCityName/cityNameOf in world.ts
Carrier00 build bar polish: header now 'BUILD' (→ city name when in range); CITY+AIR merged into one tab (3 tabs total: CARRIER/CITY/WARSHIPS) with icons + readable 12px labels; bar widened to 210px (matches leaderboard); minimap enlarged 158→200px; cap-aware greying; scrollable grid
Carrier00 Phase 2: Red Alert build bar — always-on tabbed sidebar under the minimap (CARRIER/CITY/WARSHIPS/AIR), 2D-canvas icons, cost, radial cooldown clocks. Cooldowns (3m units/buildings, 5m airport, 120/240/480m warships) persist across reloads. CITY/WARSHIPS/AIR act on the nearest in-range owned city (header names it). B menu kept
Generated 2026-07-17 from git across all CommsLink repos · page 9/24, showing 801–900 of 2,361 ships · complete record: /changelog.txt · /changelog.json.