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: 2,358 ships and counting.
SlackAnimals: Add-to-Slack OAuth endpoints (/api/v1/slack-animals/oauth/*)
One-click 'Add to Slack' OAuth (loopback handoff), token-paste demoted to Advanced
Real Slack connect (token paste + validate), tray/✕/Ctrl-Q quit, honest not-connected state, emoji pet, click-through dock
Force LF on shell scripts via .gitattributes — Windows CRLF broke deploy-ec2.sh on Linux EC2 (silent deploy failures)
Deploy.sh: auto-refresh /landing code-activity graph on web deploys
Add voice→parse→execute integration test (the layer unit tests missed): utterance → strip wake word → parseEnvCommands → env.execute → assert effect. Catches parser/execute mismatches
Fix VR command room not rendering: the player-rig dolly sits at the bent eye (~47k units from the cull center), so renderWrapped was distance-culling it (visible=false) and skipping the room subtree while the camera still drew the world. Now the dolly is excluded from the bend/cull loop like the camera/planet, so the command room renders
Environment editing r38: unit tests for the pure parser/geometry modules + pivot-doc pillar note
Plan ledger: tranche 3 shipped (wristUI + chatPanel widgets)
Security hygiene: remove stray agent binary, untrack local .vscode DB creds
Agentic executor: ENSEMBLE strategy — mirror a blend of the top-5 algos (averaged position weights) capped 20%/name, instead of the single #1. Kills the daily whipsaw that swung the account to gold+70% cash when one defensive algo topped the board
Remove the one-shot lab2 E2E verification block from deploy-ec2.sh (pipeline verified — 2 champions injected OK; weekly cron takes over)
Ops: remove the one-shot xlweb teardown block (decommission complete)
Ops: one-shot retire FFXIVPlugins (xlweb/XLWebServices) - remove container/image/volume + nginx site + project dir (decommissioned)
Ops: auto-prune stale Docker images + build cache after every deploy + install a weekly safety-net prune cron - fixes the recurring EC2 disk-fill (was 279 images/155GB reclaimable)
AI navy P1+P2: bots build a real warship fleet (destroyer/battleship/sub) from dock-cities at player-parity cost+cooldown, broadcast on the sh peer channel so all clients render+scout them (world-domination groundwork)
AI: ghost-empire cleanup on boot — release orphaned bot:Name cities (no live faction) back to neutral so dead empires stop clogging the map
Standings: POWER shows ALL factions (humans were buried under top-6 AI) + new ONLINE tab listing online captains (AI excluded)
Crew XP: credit bombs/torpedoes too (bomb owner was unset) + razing enemy buildings, carriers, warships — fixes pilots stuck at 0
Sphere prototype v3: the REAL game map on the globe — actual 12-island layout (seed 1337) projected + spread to planet scale, with live ownership from the DB (puppy + 2 AI bots' cities, blue=you/red=AI)
Sphere prototype v2: all-water globe with 64 little scattered islands (the foundation spots, each with a cement slab + city); orbit altitude raised much higher + faster climb so you really leave the surface
Docs: Stage 4b done — rooms load their scene template; Stages 0-4 complete
Docs: Stage 4a done (room.scene_template + picker); 4b (scene wiring) teed up
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
Docs: Stage 2 status (per-template persistence, migrate-on-read verified)
Docs: Stage 1 status (capability system shipped; remaining items noted)
Docs: scene-template plan + Stage 0 status
Agentic OAuth start: param variant toggles (res/scope/loopback) for consent debugging
Agentic OAuth: one-click server-side token capture (start+callback routes, dedicated secrets volume)
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)
Agentic: mirror the #1-ranked algo (replicate top algo's position weights) instead of generic SPY rule
Deploy-ec2.sh: post-deploy STABILITY GATE (catch crash-loops, not just build failures)
Metrics UI: combined-rating sparkline per agent in Room Settings + full graphs window
Metrics: trajectory aggregation actions + read API
Grok adapter: retry on network/timeout failures + 120s timeout
Web panel: detect SPA navigations + back/forward buttons
Web panel: dark 'no page loaded' placeholder instead of bright white iframe
Keepalive port from content script (fixes agent dropping)
Ignore Chrome-generated browser-extension/_metadata
Revert to service-worker socket (offscreen regressed)
Persistent socket via offscreen document
Navigate to link href instead of synthetic click
In-page browser: keep iframe mounted across tab switches (reliable render)
Add CommsLink Browser Agent Chrome extension (packages/browser-extension)
SiteHeader: gate pathname-based product suffix behind mount to fix React hydration error 418/423/425
Remove ffxivWs websocket leftover from game removal
Remove AI Kingdoms game — delete routes, actions, data modules, handlers, Prisma models, docs
Use window.location for returnUrl in /register to avoid Suspense prerender requirement
Fix returnUrl propagation through register/login: /register honors returnUrl on submit success and forwards to /login link; /login forwards to /register link
AI Lab: remove dead-coded futures/map block (TS was type-checking it)
Deploy missing /ai-lab page (was never SCP'd because it was untracked)
Portfolio holdings persistence: user_holding MySQL table, GET/POST/DELETE /api/v1/holdings, one-time localStorage→DB migration on first logged-in load
GlobeMap: fix TS types for pointColor/pointRadius callbacks
Add GlobeMap.tsx file
Remove Alt Indexes, News & Sentiment, Bond Auctions, Funding Stress, EPS Revisions, Econ Surprise from left menu
News ticker: uppercase with slight letter spacing — broadcast-style
Lift news ticker 10px off the bottom edge so it hovers above the map
Moon: lit limb always faces sun (fix waning case where lit was drawn on wrong side)
Moon dark side: opaque deep navy so phase shadow reads clearly (no screen-blend)
Moon: remove duplicate native title tooltip, more saturated blue color
Add accurate moon position with proper phase oriented toward sun + cool blue moonshine glow
Dedicated sun blur filters with much wider regions to eliminate square clipping artifact
Smooth Gaussian-blurred sun (matches terminator glow technique)
Remove Solar Markets entry from left nav (page kept — popup iframe still needs it)
Use useEffect+window.location for embed detection (avoids Suspense boundary requirement)
Shrink info-strip sparkline and wrap instead of scroll
Smooth terminator glow: Gaussian-blurred layered strokes (indigo→magenta→orange→gold→cream) gives natural atmospheric scattering gradient
Terminator glow follows actual curve: layered translucent strokes along the wavy day/night line instead of circular gradient
Realistic Earth lighting: radial daylight glow, sunset/dusk band at terminator, deep night darkening at antisolar, brighter sun
Separate timeline and map into distinct Paper widgets, bump map height to 520px
Timeline bar: unified single-row layout with auto-stacking, ±9h window so all markets visible, colors match price movement
Filter bots from view counts: bot detection in pageView data layer, admin breakdown table shows bot/human split, robots.txt blocks AI scrapers + SEO bots
SiteHeader: pass current path as returnUrl when clicking Sign In
Starving farmers search entire world for food (radius 999 at hunger>80)
Survival fixes: gathering radius expands when hungry (50→80→100m), spawn near vegetation, start with 20 food (was 8)
BUG FIX: persist tick now saves farmer_age_stage to DB. Children no longer revert to child on server restart
Talk goes through cortex: farmer considers advice, can change goals based on player input. Rich memory of conversation
World resource scan in vision: farmers SEE that trees are gone. Explicit causal chain: no trees → no wood → no weapons → plant tree_seeds
Lifespan 400min (was 200). Eat at hunger>40 (was >70). Midlife urgency at 200
Hunting v2: deer require bow+arrows (ranged 20m), chickens are melee. Broadcasts farmer_ranged_attack + farmer_melee_attack for animations
Commitment: 15s (was 30s), only blocks re-eval while walking (targetX set). Continuations still fire on arrival
COMMITMENT: farmers stick with current action for 30s before re-evaluating. Prevents goal oscillation
Remove debug logs. Crafting + building + hunting all unblocked by locationSkillHook fix
FIX: locationSkillHook was blocking crafting, building, hunting, bartering. Added to alwaysAvailable set
Debug: log craft check details
Debug: log crafting arrival to diagnose why crafting never completes
Fix: consciousness doesn't interrupt active tasks (walking, crafting, building, mating). Crafting continuation works
Fix crafting (walk home first), fix mate-seeking (60s timeout, not killed by stuck detector), crafting continuation on arrival
CONSCIOUSNESS-FIRST ARCHITECTURE: Brainstem only at hunger>90. Emotions inform, don't control. Farmer CHOOSES fight-or-flight, when to eat, when to sleep
Brain architecture doc + Mind viewer endpoint: GET /farmers/{id}/mind — full brain state for research
Hunting restraint: only hunt when food < 20, stop at 30. Don't exterminate wildlife. Goals rotate faster
Lifespan 200min. Inheritance: heir gets inventory, equipment, home. Midlife urgency at 100+
Aging system: death at age 100 min. Midlife urgency at 50+. Age in broadcast+status. Vision knows about mortality
Failed goals rotate to back of queue instead of blocking. Reduced log spam. Building failures don't trap farmers
Open-ended vision: LLM sees full action catalog + world rules, creates own goals freely. Prayer requests from vision planning
Goal overhaul: 8 default goals, higher thresholds, auto-refresh when all complete, crafting+building+conquering included
Walking timeout 20s (was 10s) — farmers couldn't reach farm plots before timeout killed them
Debug: log chosen actions to diagnose idle problem
Generated 2026-07-16 from git across all CommsLink repos · page 1/6, showing 1–100 of 559 Platform ships · complete record: /changelog.txt · /changelog.json.