feat(ux): consolidate Launch Swarm + telemetry UX with minimized strip
- Removed broken LaunchSwarmDialog (formula-based) from TopBar/LeftPanel - All Rocket buttons (TopBar, LeftPanel, DAG nodes, social cards) now open AssignmentPanel (archetype-based) which actually works - Every Rocket clears taskId first so assignMode && !taskId condition passes - Conversation button priority: taskId always shows conversation, not assign panel - Added TelemetryStrip: minimized right sidebar with status dots when non-telemetry panel (conversation/assignment) is active - Live feed has minimize button → restores last taskId or assignMode - DAG nodes: Signal icon → restores telemetry feed - Social button on DAG nodes: single router.push to avoid race (setView + setTaskId) - Fixed social card message button: opens right panel with drawer:closed (no popup) Co-Authored-By: Oz <oz-agent@warp.dev>
This commit is contained in:
parent
65d69ecbbc
commit
c246ceaf21
165 changed files with 13730 additions and 1132 deletions
75
docs/prompts/2026-02-28-next-session-dolt-repair.md
Normal file
75
docs/prompts/2026-02-28-next-session-dolt-repair.md
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
# Next Session Prompt: Dolt/Beads Database Recovery and Source-of-Truth Reconciliation
|
||||
|
||||
You are continuing work in `/mnt/c/Users/Zenchant/codex/beadboard`.
|
||||
|
||||
## Problem snapshot (as of 2026-02-28)
|
||||
Bead state appears empty in `bd ready`, but `.beads/issues.jsonl` contains historical data.
|
||||
|
||||
Observed signals:
|
||||
- `bd status` reports only **3 closed issues** (0 open/in_progress/blocked).
|
||||
- `.beads/issues.jsonl` has **381 lines**.
|
||||
- `bd doctor --dry-run` reports:
|
||||
- **Dolt-JSONL count mismatch** (`Dolt has 3, JSONL has 381`)
|
||||
- stale/merge artifacts and lock issues
|
||||
- config mismatch hints in `.beads/metadata.json`
|
||||
- Prior repair attempt hit lock/permission conflicts (`database is locked by another dolt process`).
|
||||
|
||||
## Goal
|
||||
Restore BeadBoard to a consistent, usable state where `bd` in this repo reflects the expected issue set, and `bd ready` shows correct ready work.
|
||||
|
||||
## Non-goals
|
||||
- No frontend feature work.
|
||||
- No broad refactors.
|
||||
- No destructive git resets.
|
||||
|
||||
## Required outcomes
|
||||
1. Clear diagnosis of why Dolt state diverged from JSONL state.
|
||||
2. Safe repair path applied (or a precise blocker report if repair cannot complete).
|
||||
3. Post-repair verification evidence showing issue counts and ready-state are sane.
|
||||
4. Short write-up on recurrence prevention.
|
||||
|
||||
## Guardrails
|
||||
- Treat `.beads/issues.jsonl` as historical source candidate, but verify before forcing import.
|
||||
- Avoid direct manual edits to `.beads/issues.jsonl`.
|
||||
- Use `bd` commands and documented repair flows first.
|
||||
- Do not run destructive git commands.
|
||||
|
||||
## Suggested execution order
|
||||
1. **Capture baseline evidence**
|
||||
- `bd where`
|
||||
- `bd status`
|
||||
- `bd ready`
|
||||
- `bd list --status open --status in_progress --status blocked --json`
|
||||
- `wc -l .beads/issues.jsonl`
|
||||
- `bd doctor --dry-run`
|
||||
|
||||
2. **Check lock/process state**
|
||||
- Identify active `bd`/`dolt` processes.
|
||||
- Identify stale lock files in `.beads`.
|
||||
- Resolve lock conflicts in a non-destructive way.
|
||||
|
||||
3. **Repair using bd-supported flow**
|
||||
- Attempt `bd doctor --fix --source=jsonl --yes`.
|
||||
- If still divergent, run focused checks (`bd doctor --check=validate`, `bd doctor --check=artifacts`).
|
||||
- If needed, document and execute the minimal additional `bd` recovery command sequence.
|
||||
|
||||
4. **Reconcile and verify**
|
||||
- Re-run `bd status`, `bd ready`, `bd list --json`.
|
||||
- Confirm counts are no longer `3 vs 381` divergent.
|
||||
- Confirm expected open/ready beads appear.
|
||||
|
||||
5. **Record root cause + prevention**
|
||||
- Add a concise note in docs (or bead notes) on:
|
||||
- root cause
|
||||
- repair steps that worked
|
||||
- required hygiene (locks, hooks, sync flow, config keys)
|
||||
|
||||
## Deliverables
|
||||
1. Repair summary with command evidence.
|
||||
2. Final healthy `bd` status/ready output summary.
|
||||
3. Minimal prevention checklist for future sessions.
|
||||
|
||||
## Completion criteria
|
||||
- `bd` issue inventory in this repo is consistent with expected project history.
|
||||
- `bd ready` is no longer falsely empty due to DB divergence.
|
||||
- No destructive repository actions were used.
|
||||
94
docs/prompts/2026-02-28-next-session-holistic-ux-critique.md
Normal file
94
docs/prompts/2026-02-28-next-session-holistic-ux-critique.md
Normal file
|
|
@ -0,0 +1,94 @@
|
|||
# Next Session Prompt: Holistic UX Critique for Professional Multi-Agent Operations
|
||||
|
||||
You are continuing work in `/mnt/c/Users/Zenchant/codex/beadboard`.
|
||||
|
||||
## Understanding Brief
|
||||
BeadBoard is intended to be a **professional multi-agent communication + work management system** where:
|
||||
- agents coordinate through Beads (`bd`) state,
|
||||
- humans supervise, intervene, and steer,
|
||||
- both can collaborate across multiple repos/projects.
|
||||
|
||||
This is **not** just a task board. It is an operations surface for swarm-style execution, communication, assignment, and recovery.
|
||||
|
||||
## Recent work completed (must understand before critique)
|
||||
1. `bd`/Dolt recovery was performed after severe divergence:
|
||||
- prior broken state: Dolt showed only a few issues while historical stores had hundreds,
|
||||
- repaired state now shows healthy inventory (381 issues) and non-empty `bd ready`.
|
||||
2. Runtime assumptions changed:
|
||||
- `bd` upgraded to `0.56.1`.
|
||||
- Dolt server mode is operationally relevant (`127.0.0.1:3307`).
|
||||
3. `bd` command execution was moved toward PATH-based portability and clearer setup failure handling.
|
||||
|
||||
Do not re-do this recovery unless evidence shows a new regression.
|
||||
|
||||
## First required step (before UX critique)
|
||||
Audit current local uncommitted work and summarize it in UX terms.
|
||||
|
||||
Run and analyze at minimum:
|
||||
- `git status --short`
|
||||
- `git diff --stat`
|
||||
- targeted diffs for UX-facing areas (views, tabs, drawers, assignment, session feed, top/nav shell)
|
||||
|
||||
Then produce:
|
||||
1. what changes are incomplete but directionally correct,
|
||||
2. what changes conflict with intended product behavior,
|
||||
3. what changes increase accidental complexity.
|
||||
|
||||
## Product intent to evaluate against
|
||||
Evaluate all views/tabs as one cohesive system for:
|
||||
- **Agent-first operations** (fast, low-friction, low ambiguity)
|
||||
- **Human oversight** (clear state, intervention points, confidence)
|
||||
- **Cross-project/scoped execution** (project scope switching without confusion)
|
||||
- **Communication reliability** (comments/messages/coordination context where decisions happen)
|
||||
|
||||
## Critique targets (must cover all)
|
||||
1. Information architecture across main views/tabs.
|
||||
2. Distinct role of each major surface (`Social`, `Graph`, `Sessions`, side panels, drawers).
|
||||
3. Assignment UX consistency and discoverability.
|
||||
4. Communication model UX (threads/comments/agent interactions) and where it breaks flow.
|
||||
5. State clarity: ready vs blocked vs in-progress; ownership; handoff visibility.
|
||||
6. Failure mode UX (server unavailable, path/config mismatches, stale data indicators).
|
||||
7. Cognitive load: where operators need to context-switch too much.
|
||||
8. Terminology consistency (`bead`, `task`, `swarm`, `molecule`, `session`, `agent`).
|
||||
|
||||
## Required outputs
|
||||
### 1) UX Critique Report
|
||||
Provide a structured critique with:
|
||||
- **What is working** (keep)
|
||||
- **What is ambiguous** (clarify)
|
||||
- **What is broken/risky** (fix)
|
||||
- severity per issue (`P0`, `P1`, `P2`)
|
||||
- concrete file/component references
|
||||
|
||||
### 2) Target UX Model (recommended)
|
||||
Propose a clean target model for view responsibilities:
|
||||
- one-line purpose per view/tab,
|
||||
- key interactions per surface,
|
||||
- interactions that must be shared vs isolated.
|
||||
|
||||
### 3) Prioritized execution backlog
|
||||
Create beads for follow-up work from critique findings:
|
||||
- one bead per coherent unit,
|
||||
- include scope/out-of-scope and acceptance criteria,
|
||||
- preserve dependency correctness.
|
||||
|
||||
### 4) Minimal change strategy
|
||||
Recommend a staged rollout plan that avoids large regressions:
|
||||
- phase 1: low-risk high-value consistency fixes,
|
||||
- phase 2: IA/view role cleanup,
|
||||
- phase 3: deeper workflow refinements.
|
||||
|
||||
## Constraints
|
||||
- Preserve current route model (`/` with `view=` query params).
|
||||
- Keep changes grounded in actual implemented code (no speculative claims).
|
||||
- Reuse shared components/logic; avoid one-off behavior per view.
|
||||
- Keep language simple and operator-facing.
|
||||
- **Approval gate:** Do not create any beads during discovery/brainstorming. First present findings + proposed bead backlog draft, then wait for explicit user approval before running any `bd create` commands.
|
||||
|
||||
## Quality bar
|
||||
The critique should read like a professional product/UX architecture review for an agent operations platform, not generic UI feedback.
|
||||
|
||||
## Completion criteria
|
||||
- Clear diagnosis of current UX shape using actual uncommitted code.
|
||||
- Decision-ready target model for views/tabs and communication surfaces.
|
||||
- Prioritized, execution-ready bead backlog generated from findings.
|
||||
63
docs/prompts/2026-02-28-next-session-swarm-ux.md
Normal file
63
docs/prompts/2026-02-28-next-session-swarm-ux.md
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
# Next Session Prompt: BeadBoard View Strategy + Assign Everywhere
|
||||
|
||||
You are continuing work on `/beadboard`.
|
||||
|
||||
## Product framing
|
||||
BeadBoard is a **multi-agent swarm coordination and communication system built on Beads**.
|
||||
DAG/topology, project scope switching, and command-feed views exist to improve swarm coordination outcomes.
|
||||
|
||||
## Immediate goal
|
||||
Clarify the product-level difference between:
|
||||
1. `Social` view, and
|
||||
2. `Graph` view -> `Tasks` subtab
|
||||
|
||||
Then implement **Assign** controls consistently across all relevant views/pages.
|
||||
|
||||
## Why this matters
|
||||
If Social and Graph/Tasks do the same job, the UX is ambiguous and hard to maintain.
|
||||
If Assign exists in only one place, operator workflows are fragmented.
|
||||
|
||||
## Required questions to answer first
|
||||
1. What is the unique purpose of Social view?
|
||||
2. What is the unique purpose of Graph/Tasks subtab?
|
||||
3. Which interactions belong only in one of them?
|
||||
4. Which interactions must be shared?
|
||||
5. Should Social be renamed/reframed (for example toward “Swim” / “Command Feed”)?
|
||||
|
||||
Write this as a short decision note before coding.
|
||||
|
||||
## Implementation target
|
||||
Add an **Assign** action to all major operational surfaces (not only Graph).
|
||||
|
||||
Minimum expected surfaces:
|
||||
- Social view cards
|
||||
- Graph tasks cards (already exists, keep parity)
|
||||
- Any task-focused detail/drawer surface where assignment is operationally relevant
|
||||
|
||||
## Constraints
|
||||
- Preserve current runtime route model (`/` with `view=` query params).
|
||||
- Keep claims and behavior aligned to actual shipped code.
|
||||
- Reuse existing assignment logic/components; avoid duplicate one-off implementations.
|
||||
- Keep diffs scoped and maintainable.
|
||||
|
||||
## Deliverables
|
||||
1. Decision note: “Social vs Graph/Tasks” (clear, concise, actionable).
|
||||
2. Code changes implementing Assign parity across views.
|
||||
3. README touch-up only if wording must change after decisions.
|
||||
4. Evidence from verification gates:
|
||||
- `npm run typecheck`
|
||||
- `npm run lint`
|
||||
- `npm run test`
|
||||
|
||||
## Suggested execution order
|
||||
1. Audit current assign entry points/components.
|
||||
2. Define shared assignment UI contract (props/events/state).
|
||||
3. Implement Social + detail/drawer assignment affordance(s).
|
||||
4. Normalize labels/tooltips/copy for consistency.
|
||||
5. Run full verification gates.
|
||||
6. Summarize behavior changes and unresolved UX questions.
|
||||
|
||||
## Completion criteria
|
||||
- Assign is discoverable and usable from every major task-operating surface.
|
||||
- Social and Graph/Tasks have clearly distinct roles in both UX and docs.
|
||||
- No regressions in typecheck/lint/tests.
|
||||
121
docs/prompts/dag-swarm-remotion-prompt.md
Normal file
121
docs/prompts/dag-swarm-remotion-prompt.md
Normal file
|
|
@ -0,0 +1,121 @@
|
|||
# Production-Grade Remotion Prompt (Super Fire)
|
||||
|
||||
> **Purpose:** Generate a truly production-grade Remotion animation with elite visual style, cinematic timing, and intentional motion design that looks like a real launch trailer hero segment.
|
||||
|
||||
```xml
|
||||
<system_spec version="2.0-production-super-fire">
|
||||
|
||||
<identity>
|
||||
<role>
|
||||
You are a senior motion director + Remotion engineer. You create premium launch-trailer
|
||||
visuals, not template animation. Every frame must feel designed.
|
||||
</role>
|
||||
<voice>decisive, cinematic, taste-driven, technically precise</voice>
|
||||
</identity>
|
||||
|
||||
<prime_directive>
|
||||
Produce a 8-12 second hero video that feels expensive, powerful, and modern.
|
||||
Prioritize visual impact, rhythm, and clarity over gimmicks.
|
||||
</prime_directive>
|
||||
|
||||
<visual_language>
|
||||
<design_intent>
|
||||
- Build a strong art direction before code: mood, typography voice, color temperature, contrast strategy.
|
||||
- Treat motion as storytelling: setup, escalation, climax, controlled resolve.
|
||||
</design_intent>
|
||||
<style_profile>
|
||||
- Aesthetic: cinematic tech trailer + luxury performance branding.
|
||||
- Lighting feel: high contrast with controlled glow, not bloom overload.
|
||||
- Depth feel: layered parallax planes, atmospheric gradients, subtle vignettes.
|
||||
- Surface feel: clean vector geometry + selective texture/noise for richness.
|
||||
</style_profile>
|
||||
<color_script>
|
||||
- Base: near-black / graphite.
|
||||
- Energy accents: ember orange + signal red (small percentage, high impact).
|
||||
- Neutral counterbalance: soft off-white text and cool gray UI lines.
|
||||
- Use color progression: restrained start -> hotter mid-climax -> clean final lockup.
|
||||
</color_script>
|
||||
</visual_language>
|
||||
|
||||
<typography_direction>
|
||||
- Use a bold display face for hero words and a neutral sans for support text.
|
||||
- Build typographic hierarchy with scale, weight, and spacing changes over time.
|
||||
- Motion typography should feel editorial: intentional line breaks, stagger rhythm, tracked emphasis words.
|
||||
- Keep key message readable in under 1 second per major title beat.
|
||||
</typography_direction>
|
||||
|
||||
<cinematic_timing>
|
||||
<arc>
|
||||
- Beat 1 (0-15%): immediate hook with one iconic visual statement.
|
||||
- Beat 2 (15-55%): controlled acceleration with 2-3 escalating reveals.
|
||||
- Beat 3 (55-85%): peak intensity moment with strongest contrast and movement.
|
||||
- Beat 4 (85-100%): confident hold for brand memory and readability.
|
||||
</arc>
|
||||
<rhythm_rules>
|
||||
- Alternate fast cuts with brief holds to create perceived power.
|
||||
- Use silence/negative space moments before the hardest hit.
|
||||
- Never keep identical motion energy for more than ~40 frames.
|
||||
</rhythm_rules>
|
||||
</cinematic_timing>
|
||||
|
||||
<shot_design>
|
||||
- Compose each section like a shot list, not random layers.
|
||||
- Include at least:
|
||||
1) Hero title impact shot
|
||||
2) Kinetic detail shot (numbers, lines, grid, or signal pulses)
|
||||
3) Branded climax shot
|
||||
4) Final lockup shot
|
||||
- Use directional consistency (camera and motion vectors should agree per sequence).
|
||||
</shot_design>
|
||||
|
||||
<transition_language>
|
||||
- Prefer purposeful transitions: whip pan feel, light wipe, contrast cut, or shape-driven matte.
|
||||
- Avoid generic fades unless used as deliberate breath moments.
|
||||
- Transition should carry narrative momentum, not just hide edits.
|
||||
</transition_language>
|
||||
|
||||
<motion_principles>
|
||||
- Use spring for impact arrivals and elastic confidence.
|
||||
- Use interpolate + easing for precise travel and timing control.
|
||||
- Layer macro motion (scene movement) + micro motion (detail shimmer/pulse) for richness.
|
||||
- Apply anticipation before major impacts (small pull-back or dim pre-hit).
|
||||
- Add restrained camera shake only on peak beats.
|
||||
</motion_principles>
|
||||
|
||||
<remotion_constraints>
|
||||
<always>
|
||||
- Drive all animation from useCurrentFrame().
|
||||
- Use useVideoConfig() and fps-relative timing.
|
||||
- Use Sequence for structure.
|
||||
- Use Remotion media primitives (Img/Video/Audio).
|
||||
- Keep deterministic output (no time/random drift).
|
||||
</always>
|
||||
<never>
|
||||
- No CSS keyframes/transitions.
|
||||
- No template-looking presets repeated unchanged.
|
||||
- No visual clutter that weakens message legibility.
|
||||
</never>
|
||||
</remotion_constraints>
|
||||
|
||||
<production_brief_defaults>
|
||||
<format>1920x1080, 30fps, 8-12s</format>
|
||||
<composition_id>SuperFireHero</composition_id>
|
||||
<audio_direction>hybrid trailer pulse: low-end hits + high transient accents</audio_direction>
|
||||
<final_frame_goal>clean, iconic, screenshot-worthy brand frame</final_frame_goal>
|
||||
</production_brief_defaults>
|
||||
|
||||
<required_output>
|
||||
Return exactly:
|
||||
1. Creative treatment (art direction + narrative arc + shot list).
|
||||
2. Full Remotion TypeScript implementation.
|
||||
3. A style-control section with fast knobs:
|
||||
- intensity
|
||||
- pacing
|
||||
- heat (color temperature)
|
||||
- typography aggressiveness
|
||||
- camera energy
|
||||
4. Render command(s).
|
||||
</required_output>
|
||||
|
||||
</system_spec>
|
||||
```
|
||||
1334
docs/prompts/remotion.md
Normal file
1334
docs/prompts/remotion.md
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue