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.
Carrier00 economy rebalance (Phase 1): foundations double per island (40k,80k,160k…), residences double per city (30k,60k…), command center 2M, destroyer 8M, battleship 20M, sub 100M, rocket requires a command center, plaza removed. Slows city/nation growth
Carrier00 fog: add a LOW sea-level fog band (alt 0.6-2.3, just under the deck) so the carrier rides above rolling ground-fog. Rides the same server fogK as the high band — shared with all players
Extract the one invisible attack — AI factions no longer raid HUMAN cities (no boats sunk, no buildings razed). Bot-vs-bot raids + diplomacy + carrier-preservation all unchanged
Bot-raid log now states there is NO on-site unit — raids are long-range strikes dispatched from the faction's flagship (with source distance). Answers 'what unit is hitting me': none, it's remote
Carrier00 diagnostics: attribute every building/boat destruction in chat — server logs WHO (human raider or AI faction) hit your city; client logs contaminated-water boat culls + your building losses. Pure instrumentation, no gameplay change
FPS HUD font black w/ white halo (was unreadable); walk-mode minimap enemy blips now hot-red #ff1010 + glow + larger
Carrier00 fog restored: flat low translucent drive-through layers parallel to the sea (server-weather-driven so it's shared by all players), floored enveloping scene.fog (deep but not white-out); fog also SHRINKS the cull radius 7000->3200 for an FPS gain when it's up
FIX _matTRS shared-matrix bug — merged window/street/runway-light grids all collapsed to one speck (grey daytime cities + building lights only visible up close); now each quad gets its own matrix so windows span the building (lit from afar). Lock-on = tight 20deg ray pick (locks what the crosshair is on, not a 45deg-off far object)
Landing gear only down on short final over carrier/island (never over water); enemy aircraft = burnt-orange headlamp + no floating label (nation+name shown on lock); enemy fishing boats = red back window + no label (visual IFF, fewer labels). Web: hide MarketChatWidget on /carrier00
Carrier00 fixes: minimap radar repaints again (offsetParent always-null for fixed els -> offsetWidth check); city night lights apply current day/night state on placement (cities loaded at night now light up); FPS counter top-right above radar; stars 1400->350
Carrier00 perf #2: merge per-building windows into 1 mesh + merge city runway/street/edge-light decor (vertex-colored) — ~220 meshes/city -> ~95 (>50% draw-call cut); preserves recolor/day-night/damage/diff/night-lights/height/sphere-render
Carrier00 perf batch: distance-cull far objects in renderWrapped (skip transform+hide beyond 7000u, restores frustum culling — big win); puff cap 600->250 (recycle oldest) + hide plane beams/lamps >700u; throttle minimap repaint to ~18Hz (+skip when hidden); throttle separateUnits O(n^2) to ~22Hz
/noplanes (remove all aircraft) + /nocrew (stand down all crew) chat commands, like /scuttle; restore now honors a cleared wing/crew (truncates the base wing+crew to the saved count) so the clears persist on reload
/scuttle chat command — removes all the player's non-carrier ships (playerNaval) from the live game + persists the empty fleet (carrier + aircraft kept); slash-command intercept in chat
Carrier00 RTS: closing a patrol loop on ANY group unit now loops the WHOLE group; command in first-person/walk mode — 1-9 recall a group, Tab lock, T = group engages the locked target (ships get under planes + fire, jets attack then resume escort, fuel still wins); unit cards also shown above the menu in walk mode (click to recall)
Carrier00 RTS: group-assign = CTRL+1-9 (was Shift); SHIFT+right-click chains waypoints into a route; closing the loop on the ship/start = perpetual PATROL; path line GREEN one-way / BLUE patrol loop; jets escort + refuel along the route
Carrier00 RTS commands: right-click map = order selected group's SHIPS to move+hold (green path line); JETS auto-escort their group's ships (circle, follow when it moves) — no direct orders; jet fuel = RTB+refuel at carrier/city or CRASH if unreachable (chat log + downed pilot); downed pilots show as human icons on the map
Carrier00 RTS control groups: Shift+1-9 assign selection, 1-9 recall, 0 = auto carrier fleet (one group per unit); C&C-style unit cards along the bottom (type glyph x count, click to recall); groups persist by callsign in the player-state blob (survive relog)
Carrier00 map shapes: carrier = long rectangle (3x), submarine = 2D capsule/cylinder, battleship = square, destroyer = diamond, PT boat = tiny dot — per-type glyphs on globe map + minimap, oriented by heading
Carrier00 map: phosphor radar fade restored (enemies blip when swept, fade off over ~1.5s, reappear next sweep — robust angular-since method, no fragile crossing); FIX your jets to triangles (_poolGet now swaps geometry on reuse so planes don't inherit a ship slot's diamond)
Carrier00 radar: CAP_RANGE 1500 -> RADAR_RANGE (2400) — distant city/carrier defenders are now SPAWNED while within radar range, so their jets exist client-side and show as red blips (carriers always showed; only their CAP needed proximity)
Carrier00 map: enemy = brighter vivid red; enemy radar contacts now SELECTABLE (left-click or box-drag) → selection halo + stats in the SELECTED panel (kept while in radar range); fighters all use the triangle glyph
Carrier00 radar REAL fix: city CAP is created into allAircraft (via spawnCAPInto), NOT enemyPlanes — both the map radar and the top-right minimap now scan allAircraft for enemy aircraft/ships (+ enemy carriers/CAP), so enemy CAP over your carrier finally shows as red dots
Carrier00 radar fix: in-range enemies ALWAYS visible (sweep only brightens, was hiding everything when the beam-crossing didn't register = zero dots); + plot enemy CITY CAP (airport defenders, a pool the radar never checked)
Carrier00 map radar fix: now detects ALL enemy contacts — enemy CAP planes + ships + carriers (was only checking far-off enemy carriers, so it saw nothing); each radar-gated (in range + swept + phosphor fade), enemy-red glyphs; sweep crossing math verified
Carrier radar moved to the MAP (range ring + 3s sweep + enemies fog-of-war'd — only blip when swept within range, your units/allies/cities always shown); removed the oversized bridge room + its radar; F at the wheel steers the carrier directly; map never auto-spins
Carrier00 map: auto-rotate stops once grabbed; depth-proportional zoom (fine gears when close); zoom-scaled rotation (gentle when zoomed in); LEFT=select/box-select your units, RIGHT-drag=rotate; hover-id all units; click-select with per-unit stats + selection ring; drag box-select; SELECTED list panel below the legend
Carrier00 map TRUE-SCALE rework: islands/cities ~1/100th (true scale, open ocean) so units have room; unit icons constant on-screen size (scale with camera depth) so a fleet spreads apart at zoom instead of overlapping; deeper zoom (min 1.01x, near-plane 0.08) opening close on the player's fleet
Carrier00 map rework: FLAT land discs (not spheres) sized by real radius so continents read as big landmasses; units small relative to land (land 14 >> carrier 2.4 >> ship/plane 1.2, YOU = thin ring not a sphere); deeper zoom (min 1.04x) + opens framed on the player's fleet
In first-person cockpit, the jet/bomber prop shows a clean spinning DISC (circle) instead of slow blades — forces the disc effect while flying fpv (dead engine still shows blades)
Carrier00 fog FIX: remove floating fog-slab billboards (the white 'lenses' in the sky); restore proper ENVELOPING scene.fog driven by server weather (fog/wet/cloud) — drive-through banks, floored ~360u (dense not white), deck+air alike
Carrier00 globe map: land sized by radius (continents = big landmasses, was invisible 2px dots) + white polar ice caps; cities now building-tower clusters sized by the city (replaced diamonds); opens zoomed to show whole globe; legend updated
Remove moon-glow halo (the floating white 'lens' tracking the moon across the sky) — moon disc stays
Carrier00 water polish: remove floating white sun-glint 'lens' sprite (camera-anchored billboard that receded on the horizon); tropical water bluer (less neon green); ocean emissive no longer self-lights its green tint
Carrier00 FF7 water (on the DEFAULT sphere ocean, not the unused flat one): animated scrolling water texture over seasonal color, denser visible wave lines, sun-glint sparkle + shimmer, day-brightened emissive depth; calms at night/storm
Carrier00 sky fix: remove gradient sky-dome (white bow artifact) + sun lens-flare/wide corona (weird lighting); simple sun anchored like the moon; clouds on a hemisphere shell like stars (no more bow)
Globe map polish (city/carrier/your-unit glyphs + name labels + legend + live updates while open); REMOVE city light-haze gradient; add subtle warm-orange runway ground-glow at night
Carrier00 diplomacy+leaderboard polish: players folded into survival-optimal balance-of-power (dominant human = regional coalition target, carrier-preservation kept); alliance/war/peace announcements on log; leaderboard POWER tab ranks all factions incl AIs w/ ally/enemy coloring + Diplomacy panel
Carrier00 naval: PT boats screen-patrol the carrier (random waypoints), auto-rescue downed pilots, high-ROF orange flak vs low jets/ships, fragile (#6); PT boats sit at waterline (#7); destroyers orbit cities ~6x further out (#14)
Carrier00 atmosphere: white-core sun + corona + lens flare (#17); dark-blue->turquoise sky dome + FF7-style sea (waves+fresnel+sun glint) (#18); city night light-haze gradient (#15); pale blue-white daytime windows (#16)
Carrier00 seasonal visuals: snow+blizzard (climate/winter gated), low-poly ocean ice floes, seasonal water color (navy night/caribbean summer/icy winter/blue-moon polar), bluer glowing moon, climate-tinted stars
Client syncs server weather/season/time (shared+persistent), climateAt/currentSeason; fog SWAP — deck clear, flyers whited-out inside clouds (#5); clouds even around whole sky (#9); AIs found cities paced by cooldown+build-first gate (#4)
Server-authoritative seasons (moon cycle=10 days, summer/winter alternating) + persistent global weather (DB-backed, same for all, survives refresh, broadcast on join+change); client is MMO-only — offline shows overlay + freezes, single-player removed
Carrier00 geography overhaul: 61 islands across the WHOLE globe (14 archipelagos far apart + 2 continents + N/S ice poles); AIs redistributed 1-per-archipelago; one-time full world reset (geo_reset_v3) since the map moved
City helicopter system — black sleeker Huey parks on HQ roof, patrols city (avoid buildings, cover runway, hover/elevation), shoots intruders, police lights (2min/30s + permanent while ferrying), summon-and-ride from command center (map destination or patrol), walkable Huey cabin
Rebuilt command deck from scratch — spacious windowed bridge (wrap-around sea/deck view, radar chart table, captain's chair, helm, console banks, lighting); enter with F at the island, F=helm, I=leave; interior-larger-than-exterior, no hull rescale
Warships path AROUND cities + carriers (tangent steering + push-off) for AI and player; board + walk on battleship/destroyer decks (foot collision, ride the moving hull, F to step out of a landed heli onto the deck)
My Carrier HP bar (top-left above Longest Alive); carrier helis fly rectangle patrol + engage-and-return; fix command-center flicker + residence height churn (client building-diff + stable 8-tier height; server only re-broadcasts a city on tier change, not every pop tick)
RTS 3D globe map (M/🌍 — rotate/zoom, islands+cities by owner, you-are-here); AI carriers now PRESERVED (patrol home, never chase player, raid regionally via fleet); AI death = full reset (empire to neutral, new personality/name/far location)
Global Stats panel (factions/cities/3 graphs); lock-on overhaul (aim-based, render-distance capped, works from deck incl enemy CAP); real No-room-spam fix (silent on snapshot rebuilds) + informative msg; fog no longer pure-white inside (keeps ~420u vision)
Heavier low storm clouds scaling with rain + drive-through volumetric fog layers; Global Stats backend (per-faction/global aggregates, kill/death counters, time-series, GET /carrier00/global-stats)
Rifle muzzle = orange tip (no expanding circles); jet targets CAP-first then by lethality, wider air engagement, divide targets; AI cities wiped+redistributed once, balance-of-power alliances/wars (gang up on leader, allies don't fight), leanness via economics NOT unit caps
Build caps (1 rocket/command/sub) + no foundation-on-foundation + foundation only near empty island + hangared city jets visible/takeable on runway + fix 'No room' spam; AI carriers slowly self-repair out of combat (2.5x near home port)
Carrier00 AI: factions stay regional (expand+defend, fight local rivals) instead of dogpiling the lone human — unprovoked targeting now reach-gated to ~6000u of own territory; only a faction the player actually attacked (real grudge) hunts across the map
Real phosphor radar sweep (sector paint+fade, 512px), enemy-only labels + lock-on for all units (name above/dist below), thin props, spinning-disc effect; even AI spawn distribution (golden-angle, respawn at own base not on player)
Carrier00 nuke: require Space Program to launch; razed city + green-water/smoke contamination persist 24h in shared world (survives refresh), bots skip contaminated sites
Carrier00 perf: cap DPR 1.5, throttle 1024px radar canvas+texture upload + minimap 60Hz->12Hz (biggest lag source)
Social system (18+ TOS, player directory, friends, mail) + sub 360 turn, full-sphere stars, parked-heli real model+2 slots, orange nuke trail
Carrier00 Wave 1: patrol ships now truly CIRCLE their city (sim-verified, 0 reversals — orbit clock went stale during foe-chase; now uses the jet-loiter math); Tab lock-on = flying targets only for jets + in-front closest-first; frozen CAP/enemy-plane labels removed on death
Carrier00 additive geography: +47 islands (IDs 12-58) across the huge globe — 10 archipelagos, 5 lone far islands, 2 continents (dense 6-island clusters for ~5 nations each); existing cluster (IDs 0-11) + all cities untouched; client island gen + server bots.ts genIslands kept byte-identical
Carrier00 AI engine: personality-driven server bots (8 archetypes — aggressive/defensive/tit-for-tat/forgiving/unforgiving/expansionist/raider/neutral + jitter), varied human-like empire build by personality, more bots (5, cap 6) that expand + new factions spawn over time, action-history GRUDGE/enmity that makes bots retaliate against + hunt human players who attack them (fixes 'enemy never attacks me')
In-game Bug Report / Feature Request system — 📣 button -> submit (bug|feature) to carrier00_feedback DB; 'My Reports' shows dev responses back to the player; admin GET /all + POST /{id}/respond endpoints
Warships+PT boats now AA enemy planes (altitude-aware foe pick); destroyer missiles stay surface-only; enemy planes strafe/bomb your fleet; enemy reliably raids you; heli sound now smooth jet-like air-rush (no headache whump). Server: announce player online/first-time/offline/respawn in chat
Carrier00 submarine Phase 4: walkable interior (I key) — Navigation/Torpedo/Berths/Mess rooms; damage opens room LEAKS that flood over time, drag the hull down and spread through open doors; close WATERTIGHT DOORS (E) to seal a flooded compartment and save the boat; flooding HUD + critical warnings
Carrier00 Phase 3 — NUCLEAR MISSILE: sub-launched (N console, 5M/warhead, max 2), targets only enemy cities/large ships; JDAM arc (climb to orbit -> cruise -> fall ~5x jet speed) with a ~5s climb-phase jet-intercept window; impact = yellow->white screen flash, city firestorm, 1.5h black pall, green no-fishing water, MAD chat alerts to the whole server
Carrier00 submarine Phase 2b: SONAR scope (heading-up contact display — surface ships, submerged subs, shoreline; 1800u range) + PERISCOPE view (V key, only at periscope depth — eye at the mast head just above water with a round periscope overlay). Completes the playable-sub phase
Carrier00 submarine Phase 2c: straight-running torpedoes (fire = aim by pointing the bow, 2-shot rack + reload, lethal vs ships/carriers/subs); sub-vs-sub kills; submerged subs are IMMUNE to all aircraft guns/AA (only torpedoes from other subs can hit them); surfaced subs vulnerable
Carrier00 submarine Phase 2a: pilot a sub underwater (W/S throttle, A/D steer, X dive/surface, [ ] depth bands), FUEL (runs out → must surface to refuel at a friendly port) and AIR (drains submerged, refills surfaced; suffocation forces emergency surface + damage), depth/fuel/air HUD gauges
Carrier00 submarine Phase 1b/1c: large black state-of-the-art sub model; slow surface/dive (~5-6s, only top 1/3 shows when surfaced); submerged subs fade to near-invisible to surface viewers (pilot/underwater camera still see them); heli pad active only when surfaced; subs now cost 10M and build only in a city with a Command Center (removed from Dock)
Carrier00 submarine foundation (Phase 1a): ocean now has an uneven seabed — deterministic seabedDepth(x,z) (deep open water ~120u, ramps to 0 at shorelines), a performant player-following seabed grid, and submarines clamp to the seafloor. Plus SUBMARINE_NUKE_PLAN.md design doc
Carrier00 fixes: heli vertical (Shift/Space=up, Ctrl=down — was both down); ship city-patrol now actually circles (lapping-guard reset was overriding the orbit clock every frame; enemy/bot ships had no patrol at all — both fixed); Tab-lock now targets nearest to the aim reticle in 2D screen space (what you're aiming at)
Ally labels now BLUE (own=green/ally=blue/enemy=red; fixes CAP planes showing green); big procedural audio pass — ambient ocean/wind bed, helicopter rotor whump+turbine, ship wake, richer gun/explosion/thunder/naval-gun/lock one-shots, single master bus
Clouds stay at altitude and drift (were rising out of the sea on the sphere — now camera-relative like stars); dumb-simple heli controls — W/S fly fwd/back, A/D turn, Space up / Shift down, release = rock-solid hover (grandma-friendly)
Carrier00 batch 2: fix target label frozen on screen after death (lock now cleared in all death paths); land a heli on a building rooftop then F to get out + walk the roof (F by the heli re-boards); arrow keys = free-look camera (3rd + 1st person), eases back to default on release
Carrier00 batch: battleship heli pad moved to clear foredeck (was on the rear turret); jets get a visible tail fin (parked + flying); fishing boats 0.67x size + white + tiny deck-mounted gun; city patrol is now a true circle (free-running phase, no more in-out parabola)
Carrier00 helicopter rework: VTOL (rotor spins up ~1s then lifts straight up, no runway); collective=vertical (min throttle hovers, max climbs), tilt to choose direction; Huey-style model (roomy cabin for ~4, tail boom+rotor, skids, 2-blade main rotor)
Carrier00 HOTFIX: game wouldn't start (Play did nothing) — module-init crashed on player.bombers[1] after bombers were removed from the carrier wing; crew now assigns to the 4 fighters
Carrier00 deck v2: runway moved to PORT side (clear), all aircraft parked angled 45deg along the STARBOARD side with wide spacing (no more touching wingtips); removed the angled runway; bombers are now city/airport-only (removed from carrier shop + starting wing + restore); fleet = 4 fighters
Carrier ~2x longer (z-stretched voxels = same mesh count, no lag); island/bridge moved aft; deck is now a SOLID surface you can't fall off (walk clamps at the rail, no accidental overboard); aircraft respread over the longer forward deck (28 spots); proper flight-deck markings — axial takeoff runway + angled landing runway w/ centrelines & piano-key thresholds
Bow wave is now clean flat foam LINES on the water (V from the bow), not a smoke puff. New AI command — N key + Command Center 'Recall All' button — orders every airborne carrier plane home to land, refuel, rearm & repair
Carrier00 bomber rework: heavy B-52-style model (~2x size, 4 engine pods), hp 16→64 + bigger hit box, survives losing engines (knockout+smoke, no death-spiral), heavy low-ROF forward gun, drops a 3-bomb stick (easier to aim), and takes a FULL deck row to park
Carrier00 ship patrol + anti-overlap: warships now patrol a real CIRCLE around their island (monotonic phase that always leads the ship's bearing; slow-to-turn throttle so even battleships hug the ring; per-ship sub-ring stagger) — fixes the radial out-and-back ping-pong. New separateUnits() keeps ships apart from ships and planes apart from planes
Carrier00 crew roster fix: (1) MP persistence bug — hired pilots beyond the starting 3 were dropped on reload; now the full roster is restored. (2) Crew menu + HQ now list EVERY pilot manning your craft (named + rookie), not just named roster → '10 in the air shows 3' fixed
Ships fully persistent — each ship's location + heading + patrol-home + damage saved to DB and loaded verbatim on every refresh (no client-side placement). Backward-compatible with legacy type-only saves
Fix fleet stacking on the carrier after refresh — restored ships now spawn in a spread escort formation (min radius, golden-angle, never overlap) and re-home to your island once the world snapshot arrives (was: island race → fleet fell back onto the carrier)
Distance-gate ALL explosion sounds (sfxBoom) — distant AI combat (bombs, missiles, fishing-boat fights, plane/ship deaths) no longer bangs at full volume; that was the random 'knocking' at spawn
Calmer muted teal-blue water (matches old reference); fix random distant 'banging' — AI battleship main-gun sound now falls off with distance (650u cap, was full-volume to 1100u)
Landing graphs: zero-fill buckets across the window + client mounted-gate so sparse/zero-traffic cards (carrier00, ai-browser, elevenvoicereader, ai-npc) render a line instead of vanishing
Site-wide activity monitor (combined views+time, All Time/1y/6m/1m/1w ranges); interactive graphs (hover tooltip w/ date+value, month-year axis ticks, 2nd time-on-page line); 4-up wider grid; Carrier00 ship icon; new page_time tracking (table + PageTimeTracker + /page-time API); recover orphaned PageViewTracker/Watchlist/MarketChatWidget into VCS
Landing sparkline fix: normalize series dates to YYYY-MM-DD so weekly buckets parse (was Invalid Date → empty graphs)
Landing page: add Carrier00, per-app view/click counters + 1-year growth sparklines (new /page-view/series API)
Carrier00 rocket: trajectory now bold always-on-top dots (1px line was invisible); shuttle cockpit frame + instrument panel (navball attitude w/ prograde marker, throttle + fuel gauges); mouse-wheel zoom on all 3rd-person chase cams; stronger afterburner boost (Shift) w/ bigger flame
Carrier00 rocket: cockpit view (fly it like a plane) — camera rides the nose and banks/pitches with the ship; C toggles cockpit/chase, defaults to cockpit on launch
Carrier00 fix: shuttle/orbiter weren't rendering — Object.assign({position}) on a Mesh throws in strict mode (Object3D.position is non-writable), aborting the build. Switched to .position.set(); the shuttle now appears on the pad + the launch orbiter works
Carrier00 #67 part 2: rocket → real orbit. Y launches the shuttle from your Rocket Center into a true 3D Newtonian gravity flight; trajectory line ahead colored green=will-hit / blue=stable orbit / orange=raising / red=escape; M = trajectory map (pull back to see the whole planet); orbital LOD; HUD shows alt/speed/fuel/state
Carrier00 #67 (part 1): Rocket Center building (1M) — a launch complex with pad, gantry + an impressive Space-Shuttle stack (orange tank, 2 SRBs, winged orbiter) by the sea, a status symbol of the city's reach
Carrier00 #4: teching up — Research in the shop (5 levels, escalating cost) gives +22% unit HP & +15% income per level (boosts existing + new units, persists); the SP AI auto-techs its fleet over a match
Carrier00 #12: land a heli on a warship → G to take command and drive the battleship/destroyer (your heli rides the deck) · G again or F to climb back in
Carrier00 #8/#9: residential towers grow taller with population; command-center height scales with leaderboard rank (1st 25% taller than 2nd... to 10th)
Carrier00 batch: contrails bank-only + continuous wingtip lines (no center exhaust on own plane); carrier wake only when moving; explosion=noise (no drum) + lightning=thunder; sea deeper turquoise + de-milked; fishing fleet 25% (1.25/house, feeds 80), spread wide, price 10k, stern gun that shoots nearby boats
Generated 2026-07-17 from git across all CommsLink repos · page 10/24, showing 901–1,000 of 2,361 ships · complete record: /changelog.txt · /changelog.json.