Changelog
The full, unabridged record of every change shipped to Logic Arena — combat balance, engine upgrades, AliScript improvements, and bug fixes. Newest first.
v3.6.5 — 2026-06-19
The Intelligent Arena — Practice vs AI Pipelines & Guest Experience Remediations
A production stability and tactical enrichment release introducing full Practice vs AI coverage across all five game variants, server-authoritative AI reward scoring, dynamic guest match summaries, and stronger arena rendering boundaries for guest and rapid-navigation sessions.
Practice vs AI Match Pipeline: Added first-party AI battles for Combat, Capture the Flag, King of the Hill, Survival, and Racing. The engine ships 15 mode-specific bot scripts across Easy, Medium, and Hard tiers, ranging from simple movement and firing to predictive targeting, shields, strafing, and lockVision behavior.
Authoritative AI Performance Points Matrix: AI practice rewards are now calculated server-side from the active game mode, final performance, and selected difficulty multiplier (Easy=1x, Medium=2x, Hard=3x). Solo tests without a difficulty flag award zero points to protect the economy.
Transient Guest Match Statistics: Guest victory and defeat screens now use live engine data such as accuracy, projectile impacts, movement speeds, and match duration while keeping those values temporary and out of persistent profile, replay, and leaderboard storage.
Guest Join Race Fix: Added guarded joinMatch emission checkpoints so async guest script resolution cannot leave the arena canvas connected but unjoined.
Arena Render Stability: ArenaModels now separates volatile raw vectors from interpolation cache data, and Canvas structural options are memoized to prevent unnecessary WebGL context recreation during soft refreshes and quality changes.
v3.6.0 — 2026-06-18
The Battle-Hardened Engine — Workspace Resolution, Scale Unification & Memory Stabilization
A major structural and performance hardening release focused on workspace parity, runtime memory leaks, structural asset degradation, and build lifecycle orchestration. Resolves severe production bottlenecks including multi-layered state leakages in the InterpolationBuffer causing ghostly visual artifacts, texture cache self-destruction over rapid arena reconnect cycles, and environment container mismatch issues during soft navigation. At the architectural boundary, it synchronizes the local development environment with the production Docker build orchestration layer.
Server-Side Campaign Pause & Dynamic Timestamp Shifting: Implemented a robust, authoritative campaign pause-and-resume engine via a new server-side CampaignSession map tracking active interval references, logic counters, and precise simulation states. A timestamp-shifting pipeline walks the active match engine state, moving all Date.now()-backed entities — Robot.hitWallTimestamp, Robot.shieldHitTimestamp, and Obstacle.createdAt (for active mines) — forward by the exact paused duration, preserving long-term correctness for wall-bound sensors and explosive arming cycles.
Compact Absolute Canvas Overlay & Adaptive Replay Scrubber: Rebuilt the match replay panel into a compact, non-intrusive absolute-positioned overlay anchored to the canvas viewport bottom, returning the 3D rendering workspace to its full aspect-ratio dimensions without layout shifting. The control bar features an adaptive scrubber using min-w-0 flex-1 basis-0 to scale dynamically, while the speed-cycle button preserves a strict w-[38px] shrink-0 footprint — eliminating structural clipping across all viewports.
Modularization of Shared Workspace Core Layers: Thorough structural refactor of monolithic systems into cohesive domain sub-modules. Server-side match engine decoupled by extracting environment hazards (Lava, Ice, Cyber EMP) into a dedicated MatchHazards processor and combat variant logic (KOTH, CTF, Survival) into a standalone MatchModeManager. Client-side landing infrastructure, procedural planet calculations, canvas asset noise loops, and 3D environment synthesis routines extracted into granular hooks and constants blocks.
Ghost Robot Infestation Fix (InterpolationBuffer Retention & Arena Identity Race): Rapid arena switching produced invisible ghost robots executing scripts with missing mesh assets. Root cause: module-level InterpolationBuffer singleton never flushed snapshots between sessions; selectedRobotId and socketUserId refs retained stale guest_<socketId> strings the server rejected; and Next.js soft navigation unmounted the arena before leaveMatch cleared the engine loop. Resolution: Added clear() to InterpolationBuffer on mount/unmount, rewrote useGameState to re-initialize all tracking states, and replaced <Link> blocks with router.push() routines that emit leaveMatch before navigation.
Texture Destruction Freeze Fix (WebGL Disposals Evaporating Shared GLTF Caches): Reconnecting or cycling map settings repeatedly crashed the WebGL context or made robot models invisible. Root cause: unmount hooks explicitly called .dispose() on materials and textures cached globally by useGLTF, corrupting the shared memory cache. Resolution: Removed all manual .dispose() calls from RobotModel unmount, replaced direct DOM scene graph manipulations with a React key abstraction driven by clonedScene.uuid, and added defensive null-material guards to all traversal paths.
Map Theme Contamination Fix (Stale Context State Overriding URL Search Params): After a match, navigating to a different theme rendered correct obstacles but the wrong visual layout. Root cause: uiState?.mapTheme || searchParams.get('theme') — stale uiState was never cleared on match termination and always overrode the new URL param. Resolution: Integrated explicit theme resetting inside the useGameState cleanup hook and changed Scene3D's key prop to derive exclusively from the raw URL search parameter, eliminating the double-remount cycle.
Broken Docker Container Assembly Fix (Mismatched Build Pipelines & Extends Paths): Production Docker deployments failed with Cannot find module '@logic-arena/engine/constants'. Root cause: local pnpm link symlinks resolved implicitly, but the clean Docker layer lacked those artifacts; the Dockerfile built the server before compiling shared packages; and the root tsconfig.json was not copied into the build context. Resolution: Rebuilt Dockerfile to run logic-parser and engine builds before server compilation, added explicit multi-stage copy instructions for compiled dist/ targets, and mapped wildcard aliases in apps/server/tsconfig.json with @logic-arena/engine/* subpath routing.
v3.5.0 — 2026-06-14
The Living Arena — Cinematic Environments, Spatial Audio & Production Hardening
A sprawling release that transforms Logic Arena from a game into a world. The headline is a complete overhaul of the 3D arena engine: every map theme now has immersive, map-specific cinematic assets, a fully procedural spatial audio engine synthesizing 8 distinct soundscapes using pure Web Audio (zero MP3s), an infinite parallax space background, and world-space Easter Eggs players can discover mid-match. Alongside the visual and audio revolution: a leaderboard pagination overhaul, server-side Redis batching for campaign, socket reconnection hardening that permanently eliminates ghost robots and stale arena state, a sub-frame entity interpolation architecture delivering buttery-smooth 120 FPS movement, and a full sweep of mobile, dashboard, and lobby performance bugs.
Cinematic 3D Arena Environments: Each arena theme now has a fully realized world beyond the battle grid. NEO-CYBER gained Floating Cyber Cubes (perturbed IcosahedronGeometry space rocks with glowing mineral veins), five Cyber Ships with engine glow, and a volumetric cloud layer. MAGMA CORE got Lava Asteroids as high-performance InstancedMesh clusters and Flaming Meteor projectiles with physics arcs. GLACIAL TUNDRA received Ice Crystals with iridescent refractive materials and an Aurora Torus. The BLACK HOLE environment was overhauled with counter-rotating accretion rings, gravity-wave event horizon pulsation, and a billboarded gravitational lensing halo shader.
Infinite Parallax Space Background & Volumetric Pulsar: A new SpaceBackground component creates an infinite, unreachable parallax starfield. A procedural spiral galaxy uses a 3-component model (dense core, Gaussian spiral arms, ambient disk stars) adapting neon colors per theme. A SpacePulsar neutron star uses a custom view-space normal fragment shader. Camera far clipping extended to 10,000 units. Star density scales dynamically by graphics quality (5,000 / 1,500 / 400 particles).
World-Space Easter Eggs: Three discoverable Easter Eggs added — AbandonedSatellite (Vanguard-IX) with expanding radar rings and procedural telemetry ping, CosmicMonolith with breathing neon holographic outlines, and ExplodingAsteroids that dynamically detonate and reform with procedural explosion audio.
Procedural Spatial Audio Engine — 8 Synthesized Soundscapes (Zero MP3s): An AmbientSynthesizer synthesizes eight environmental soundscapes entirely from Web Audio primitives including Black Hole Drone, Solar Lava Gaseous Roar, Crystal Resonances, Howling Mountain Wind, Deep Asteroid Rumble, Flaming Meteor Whooshes, CyberShip Engine Throb, and Ethereal Moon Winds. Volume falls off logarithmically with 3D distance with zero React state re-renders.
Sub-Frame Entity Interpolation — 120 FPS Smooth Movement: An InterpolationBuffer completely decouples the server's 20 Hz tick rate from the client's native refresh rate. RobotModel and ProjectileModel bypass React state reconciliation entirely — Three.js meshes are mutated directly inside useFrame using precise 100 ms historical interpolation. A 100 ms deliberate playback delay eliminates rubber-banding regardless of player ping.
Global Smart Audio UI Architecture: A 3-tier heuristic sound system automatically categorizes global click events based on element size, tags, and CSS classes. Arena combat foley was softened — aggressive sawtooth wave hit sounds replaced with smooth sine/triangle thuds with randomized pitch shifting. A 400 ms debounce added to robot collision sounds to prevent rapid-fire audio glitching.
Leaderboard Server-Side Pagination: The leaderboard now uses Redis ZREVRANGE offsets and Prisma skip/take, eliminating over-fetching at scale. A PaginationControls UI with ellipsis logic maintains accurate global rank offsets. Cache-Control: public, max-age=20, stale-while-revalidate=10 header added to unlock edge/CDN caching. Presence listener optimized from O(N²) array search to O(N) Map lookup.
Tactical Break UX Overhaul & Dynamic Round Timings: The intrusive BreakScreen modal was eradicated — the entire Tactical break scripting experience now lives inside the native CommandConsole. Custom round durations (20 s, 30 s, 45 s) were implemented with a strict timeout win-condition for the final round based on highest remaining health.
Black Market — EPIC/ELITE Rarity Tiers & New Chassis: Three new chassis added: Iron Mecha (RARE), Sentinel (EPIC), and Crimson Titan (ELITE). EPIC (purple) and ELITE (crimson red) tiers added with a custom ELITE badge featuring active pulse animation. Catalog sorted by rarity order (COMMON → RARE → EPIC → LEGENDARY → ELITE) with price-ascending tiebreakers.
Ghost Robot Infestation Fix: Rapid arena switching produced ghost robots from previous matches and broken command execution. Root cause: InterpolationBuffer was a module-level singleton never cleared between matches, and selectedRobotId refs were never reset on mount. Resolution: Added clear() to InterpolationBuffer called on mount/unmount, reset all identity refs on mount, and replaced Link back buttons with explicit router.push() handlers that emit leaveMatch before navigation.
WebGL Context Loss Fix: The arena tab would freeze completely during matches. Root cause: a console.log call inside the 60 Hz useFrame loop serialized delta objects 60 times per second, creating sustained memory pressure that triggered GC and caused WebGL context reclamation. Resolution: The console.log spam loop in the GameState delta processor was removed entirely.
Cinematic Environment GC Storm Fix: DynamicEnvironment contained multiple per-frame memory allocations causing GC stuttering on mobile. All Vector3/Euler allocations hoisted outside useFrame into useMemo. All 5 CyberShip useFrame hooks consolidated into one loop. Debris and asteroids migrated to InstancedMesh, reducing from 100 individual draw calls to 2.
Map Theme Contamination Fix: After a match, navigating to a different theme would show correct game state but the wrong visual environment. Root cause: uiState.mapTheme was never reset between sessions. Resolution: uiState.mapTheme is now reset to undefined in the useGameState cleanup effect, and Scene3D key derives exclusively from the URL theme param.
v3.4.0 — 2026-06-10
The Fair Fight Update — Tactical Mode, Admin Hardening & Production Stability
A focused production stability and competitive fairness release. The headline feature is Tactical Mode — a round-based combat system that transforms every match into a chess match by letting players rewrite their scripts between rounds based on live battle state. Alongside it: a complete overhaul of the admin rate-limiting architecture, a precision fix to the ARIA chatbot's hallucination problem, and a full sweep of production bugs including Redis state poisoning, SMTP blocking, and a Sentry-induced development freeze.
Tactical Mode — Round-Based Combat with Live Script Editing: Matches are divided into three rounds (30s, 15s, 25s) with break phases where players can rewrite scripts based on live battle state. New query commands (MY_HEALTH, ENEMY_HEALTH, PREDICT_POSITION) available during breaks.
Classic Mode — Pre-Written Script, Pure Execution: Formalizes the original philosophy where scripts are locked at match start. No mid-match edits allowed, rewarding players who anticipate all scenarios.
Word-Level Editor & Token Budget: Both modes now use a block-based editor with a token budget. Exhausting the budget locks the editor, preventing infinite-loop stalemates.
Match Mode Selector & Per-Script Mode Persistence: Choose between Classic and Tactical modes. Selection is saved per-script and surfaced via a dropdown for instant optimistic UI switching.
Redis Flag Fix: Fixed a bug where transient network errors poisoned the Redis isReady flag, causing silent failures for password resets and session versioning.
SMTP Block Fix: Replaced nodemailer with Resend HTTP SDK to bypass DigitalOcean's port 465 block. Transactional emails (like password resets) now deliver reliably.
ARIA Chatbot Precision Fix: Rebuilt RAG chunking pipeline to respect markdown structure and injected accuracy rules to stop the chatbot from hallucinating nonexistent AliScript arguments.
Admin Dashboard Hardening: Consolidated API calls and bypassed global rate limit on admin pages to prevent cascading 429 errors during monitoring.
Development Freeze Resolved: Removed Sentry and its webpack plugins, which were previously saturating CPU threads and causing full system freezes during local development.
v3.3.0 — 2026-06-05
The Intelligent Editor — AI Script Generation & Inline Diagnostics
Brought the AliScript editor to life with an inline diagnostics system that catches syntax and logic errors in real time with red underlines and Tab-to-fix suggestions. Launched an AI Script Generator that converts plain English into working AliScript via SSE streaming, plus a 22-recipe Strategy Cookbook. Added a full Achievements & Badges system with tiered progression, a dedicated Arena Guide page, smart viewport-aware autocomplete, and major mobile performance optimizations.
AliScript Inline Diagnostics: Worker-thread parser detects syntax errors (e.g. MOVS → MOVE) via Levenshtein distance and surfaces logic warnings (loop nesting, read-only shadowing, STASIS violations, action dedup). Red wavy underlines in the editor; Tab or hover+click applies the closest fix instantly.
AI Script Generator & Strategy Cookbook: Describe robot behavior in plain English or Arabic — receive working AliScript streamed via SSE directly into the editor. Backed by 22 structured prebuilt recipes across 3 difficulty tiers covering patrol, combat, and evasion strategies.
Achievements & Badges System: Full progression with 4 tiers (Alpha, Beta, Gamma, Delta). Self-healing checkAll logic triggers on match persistence, campaign completion, and cache events. Neon-glowing progress bars, theme-aware tooltips, and inline badge stacks on the leaderboard.
Arena Guide Page & Smart Autocomplete: New dedicated guide page with hover chat triggers. Viewport-aware autocomplete dropdown that renders below when near the top and above when near the bottom — zero clipped suggestions.
Mobile Performance: Replaced backdrop-blur with hardware-accelerated opacity transitions in MobileNav system menu. Optimized useRobotColorTint to update materials directly, preventing WebGL shader recompilations. CSS-based portrait orientation lock for non-arena pages.
Pathfinder Oscillation Fix: Resolved robot corner oscillation with stuck detection and start cell snapping, preventing robots from bouncing indefinitely near wall boundaries.
UX Polish: Dashboard card overflow clipping fixed with scroll arrow visibility. Leaderboard action buttons aligned right to avoid badge overlap. Profile username decoding with enlarged mobile achievement badges. One-click copy buttons on all docs code examples.
New User Experience: Auto-create a default empty script on registration. Persist selected script ID across sessions. Cleaned up arena command console by removing the run override input and closing the Activity Log by default.
v3.2.0 — 2026-05-26
The Production-Grade Polish — SEO, Performance & Arena Environment Overhaul
A massive quality-of-life and infrastructure release. Complete landing page and SEO overhaul, full PWA immersion with arena landscape lock, campaign AliScript v2 security migration, dashboard redesign with gaming cards, King of the Hill mode, AI Tutor upgrades, critical arena theme fixes for LAVA and ICE double-damage stacking, and major mobile performance optimization eliminating scroll lag.
Landing Page & SEO: Server Component migration for maximum initial load speed, OG image for social sharing, Google Analytics (G-1QN8VTS98H), Google Search Console verification, sitemap.xml, 404 page fix, and full SEO metadata across all public pages.
Dashboard Redesign: Complete above-the-fold optimization with premium gaming cards, legendary script cards, redesigned mobile layout with tab strip scrolling fixes, and light mode background correction.
Campaign & Parser Security: All 60 campaign levels migrated to AliScript v2 syntax (AND/OR/NOT replacing &&/||/!). Replaced unsafe eval with a secure custom logic parser used in both client and server. Revamped CampaignScriptEditor with visual line numbers, placeholder styling, and smart autocomplete positioning.
King of the Hill & Survival Modes: New KOTH mode with zone control (radius 80, 300 tick score target), glowing amber cylinder render with rotating ring boundary, and 4 fortress walls for cover. Survival mode overhaul — dummy robots no longer target same-team entities, dynamic enemy spawning from match engine, and wave/enemy stats in HUD.
Arena Environment Theme Fixes: NEO-CYBER obstacles were leaking into LAVA and ICE themes causing thematic inconsistency and double lava damage stacking (static 5 HP/sec + dynamic 10 HP/sec). Removed CYBER-only filter to properly render TRAP/LAVA on all themes. Replaced AABB with OBB collision detection for accurate rotated obstacle hitboxes. Fixed ice patch state reset per tick and moved FOV aiming before ice early return so turrets track targets while sliding.
Mobile Performance Optimization: Eliminated scroll lag by optimizing 3D canvas with IntersectionObserver (pauses when off-screen). Removed blur filter causing repaint storms. Memoized GridHelper and Floor to prevent 60fps GPU memory leaks. Disabled CSS transitions during theme changes to prevent frame drops. Extracted ImageCard into Client Component allowing the landing page to be a pure Server Component.
PWA & Mobile Experience: Arena auto-rotates to landscape on mount with global portrait guard. iOS-specific install prompt added. Android status and navigation bars synced to app theme colors. Splash screen background set to pure black for seamless logo blend. App name separated into two words in manifest. Global nav hidden on arena with immersive fullscreen on touch.
AI Tutor, UX & Polish: AI Tutor supports image uploads, rich markdown styling, and smart auto-scroll via React Portals. Script editor with autocomplete and syntax highlighting ported to dashboard modal. Consistent back buttons on all dynamic child pages. Platform terminology overhauled from sci-fi jargon to intuitive English across 60 levels and all UI components.
v3.1.0 — 2026-05-22
The Living Arena & Mobile Revolution
Shipped the most visually ambitious update in Logic Arena's history — a complete resurrection of the 3D arena into a living cinematic experience, five new game modes, and a mobile block editor.
Phase 0 — Critical Arena Bug Fixes: Plugged massive memory leaks, eliminated 20/sec React re-renders, and memoized geometry to stabilize the 3D arena.
Phase 3 — Dynamic Robot Animations: Robots now use GLTF skeletal animations that cross-fade automatically based on velocity and idle states.
Phase 4 — Dynamic Environment Themes: ICE and LAVA themes introduced with gameplay consequences. Materials, lighting, and particle effects adapt globally.
Phase 7 — Mobile Block Editor: Eliminated the mobile keyboard entirely. Players now compose AliScript using a drag-and-drop visual programming system via @dnd-kit.
Phase 8 — Three New Game Modes: Launched SURVIVAL (waves), KOTH (control points), and CTF (capture the flag), expanding combat beyond basic deathmatch.
Phase 9 — AliScript Super Powers: Added 6 new tactical commands (TELEPORT, SHIELD, CLOAK, DASH, MINE, TAUNT) with strict energy and cooldown mechanics.
Phase 5 & Garage Polish: Cinematic Winner Screen with 3-star ratings, plus a Garage preview system allowing inspection without changing active loadouts.
Admin & Auth Hardening: Resolved cascading 429 errors on the Admin dashboard and fixed the SMTP timeout bug freezing the registration flow.
v3.0.0 — 2026-05-19
The Architecture Mastery Update & Full Campaign Mode
A colossal milestone encompassing five major updates (v2.6.0 - v3.0.0). Introduced a live 2D streaming campaign battle system, Swarm Intelligence APIs, the Black Market economy, and a massive architectural refactor that transformed Logic Arena into an enterprise-grade platform.
Live 2D Campaign Battle System — Watch your AliScript fight enemy AI in real-time with 20fps frame-by-frame streaming directly from the server.
Deterministic Execution (AliScript v2.4) — Replaced hardware-dependent timing with a strict 2,000 operations/tick quota, enforcing O(1) Big O optimizations.
Swarm Intelligence API — Added BROADCAST() and RECEIVE() for secure, deep-copied inter-robot communication and coordination.
Black Market Economy & AAA Models — Earn points to purchase custom robot models, Neon Paints, and Tracer Rounds, featuring premium .glb models.
LeetCode-Style Campaign — Expanded the campaign to a 60-level algorithmic proving ground across 6 categories (Conditionals, Loops, Arrays, etc.).
AliScript Semantic Warning System — Real-time compile checks for logical contradictions (e.g. PATHFIND then STOP) and dead code.
Legendary Identity System — PWA fullscreen support, secure Cloudinary avatar uploads, and a global Live Spectator Mode.
Massive Monorepo Refactor & Security Audit — Dismantled all monoliths, hardened JWT security with HttpOnly cookies, and neutralized ReDoS vulnerabilities.
v2.5.0 — 2026-04-27
The Arena Mastery Update — Performance, Modes & Engine Hardening
Shipped a complete performance overhaul eliminating every WebGL bottleneck and memory leak, transformed Training and Racing modes into legendary cyberpunk experiences, and hardened the energy system.
Legendary Training Mode overhauled with holographic target dummies, dynamic health rings, float-up damage numbers, and a dedicated glassmorphism HUD.
Legendary Racing Mode redesigned with strategic obstacle placement (Mud Traps, Lava Corners) and a new neon-green FINISH_LINE entity for time trial circuits.
Fixed server-melting 'Ghost Match Massacre' exploit where matches continued processing at full CPU speed after all clients disconnected.
Added combatStats Json to User model to track 5 dimensions of combat: Efficiency, Aggression, Defense, Precision, and Speed with an animated Radar Chart profile UI.
Added QueryStatement AST node with 8 query functions (GET_HEALTH, GET_DISTANCE, etc.) allowing robots to read live state directly into script variables.
Massive performance fixes: Eliminated WebGL draw call explosions via InstancedMesh, removed useFrame saturation from obstacles via GPU shaders, and stopped Replay snapshot OOM crashes.
v2.0.0 — 2026-04-18
Full Engine Rewrite — Deterministic Bytecode & 3D Arena
The most significant update in Logic Arena's history. The AliScript execution engine was rebuilt from the ground up around a deterministic bytecode architecture, delivering 4× faster tick processing and hardware-independent match outcomes.
Complete rewrite of the AliScript execution engine using deterministic bytecode — 4× faster tick processing with zero hardware variance.
Replaced time-based execution limits with a fixed instruction quota system (OpsCounter). Matches are now fully deterministic across all server hardware.
Introduced the 3D Arena viewer with real-time robot state rendering at 60 FPS via WebSocket state deltas.
Added new combat event: EMP_BURST — disables enemy movement for 2 ticks. High risk, high reward.
Robot Builder v2 launched with live code editor, stat preview panel, instruction profiler, and full version history.
AliScript sandbox now fully isolates network and filesystem — zero attack surface. The execution environment cannot make external calls.
Fixed critical race condition where two simultaneous attacks on the same tick could result in both robots surviving at 1 HP.
Reduced base attack damage from 25 to 20; increased shield base HP from 80 to 100 to favour defensive scripting strategies.
v1.5.0 — 2026-04-13
Tournament Mode & Replay Theater
Competitive infrastructure expansion. Tournament brackets, a dedicated replay system, and AliScript v1.5 with advanced sensory APIs.
Launched Tournament Hub — bracket-style tournaments with up to 128 participants and automated bracket progression.
Replay Theater: view any past match frame-by-frame with annotated event logs and AI decision overlays.
AliScript v1.5 — added robot.scan() range queries, GET_ALL_VISIBLE_ENEMIES(), and directional awareness API.
Added bulk import/export of robot scripts as .ali files for community sharing.
Leaderboard now displays ELO delta per match and Win/Loss ratio columns.
Fixed infinite loop guard that was incorrectly triggering on legitimate tight recursion patterns.
Shield regeneration rate increased from 1 HP/tick to 2 HP/tick.
v1.0.0 — 2026-04-10
Initial Launch — Logic Arena Goes Live
The beginning. Public release of the AliScript language, the original 2D arena engine, and the global ELO ranking system.
First public release of the AliScript language and sandbox execution runtime.
2D arena mode with real-time robot combat — up to 4 robots per match.
Basic robot builder with script editor, stat selection, and one-click deploy.
Global ELO ranking system with real-time leaderboard updates.
Dashboard, profile pages, challenge system, and spectator mode available at launch.
OAuth authentication via Google and GitHub at launch.
v0.5.0 — 2026-04-07
The Birth of AliScript (The Logic Compiler)
Successfully implemented a custom Logic Parser and Execution Engine, allowing players to program robot behavior using a simplified scripting language (AliScript). The Arena now has a Brain.
Custom Compiler Pipeline created from String Script -> Lexer/Parser -> AST -> Server-side Evaluation -> Real-time Execution.
Integrated Visual Debugging Suite featuring neon tracer lines and Live Logic Logs for immediate script performance feedback.
Fixed the 'Recursive Firing' bug by implementing an Edge-Triggered Logic Latch that triggers actions only when state changes.
Overcame monorepo path resolution errors to ensure logic-parser package is correctly built and resolved before server execution.
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