verify-launch.mjs / verify-launch-mobile.mjs were throwaway Playwright
screenshot scripts hardcoding /Users/entity002/... paths (incl. a Desktop
testimonial dir and the retired vestige-launch-main worktree). Nothing
references them; they violate public-repo hygiene. Removed before publishing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clears the rest of the MiniMax M3 audit backlog (all verified, svelte-check green):
- H1: Canvas2D fallback now honors decay (inward pull+damp) and birth (outward
bloom) events, not just firewall — full event parity with the WGSL path for
pre-iOS-26 / no-WebGPU users.
- H2: noise/flow time is now an `activeT` accumulator advanced by dt only while
drawing, so a backgrounded tab no longer fast-forwards the curl flow and snaps
it to a new direction on resume (was wall-clock `(now-startedAt)`). Both the
WebGPU and Canvas2D paths share it.
- H3: prefers-reduced-motion is now reactive ($state + a matchMedia change
listener) so toggling the OS setting mid-session takes effect next frame
(was a const snapshot at init).
- H4: documented that `count` is read once at boot (buffer sizing); `intensity`
is the live knob.
- M3: cache the Canvas2D context once in bootFallback (was getContext per frame).
- M4: coalesce resize bursts to one resize/frame via rAF (was thrashing the
swapchain config + 2D backing store on every drag event).
- M7: register device.lost BEFORE pipeline creation (was after the handle,
leaving a race window where a loss mid-build never fired the fallback).
- L2/L4/L1: drop the empty onMount return (single onDestroy teardown); reset
lastT in bootFallback so a WebGPU recovery sees no giant dt; document the
intentionally-non-reactive animation state.
svelte-check 0 errors / 967 files. Cosmetic-only items left (M1 dead DPR slot,
M2 dead vel.w, M5 sizePx naming, L3 alpha-mode smell) — no behavior, deferred.
Memory Cinema / Graph3D untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
4th-model pass (DeepSeek V4-Pro, max reasoning, steered at the GPU numerics the
other 3 didn't audit) found a NEW bug class none of them connected:
The compute pass soft-wraps ALL of pos including z into [-1,1]
(fract(pos*0.5+0.5)*2-1). The vertex shader derived particle depth/size from a
NON-periodic linear function of that wrapped z (depth = 1.7 + z*0.5), so every
time a particle crossed the z=+/-1 seam its depth jumped 2.2 -> 1.2 and its
rendered size ~doubled (1.83x) in a single frame — a continuous popping that
breaks the volumetric-cloud illusion.
Fix: make depth periodic across the seam with sin(z*pi)*0.5 — it's 0 at both
z=+/-1 (size continuous across the wrap) and still sweeps depth over [1.2, 2.2].
Verified continuous: depth(z=+1)=depth(z=-1)=1.7.
(Also fixed a self-inflicted gate catch: the explanatory comment originally
contained a backtick, which terminated the WGSL template literal early and broke
svelte-check — caught by the gate before commit, now ASCII-only.)
svelte-check 0 errors / 967 files. Visual capture still pending a live backend.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MiniMax M3 (max-depth audit, fresh eyes on the shader MATH that Claude+Kimi's
lifecycle-focused passes missed) found 4 pre-existing criticals, all verified:
- C1 aspect-ratio inversion: vertex shader divided particle X by aspect, which
SQUASHED the whole field into the center ~56% of a 16:9 screen (~22% empty
bars each side). Fix: position now uses the full [-1,1] clip box (no divide);
roundness comes from a proper px2ndc = 2/viewport corner offset so quads are
sizePx x sizePx device px on any aspect ratio (also kills the 0.01 magic number).
- C3 firewall flare landed at the wrong X (distance measured in unit-box space
while the particle rendered in divided space). Fixed-for-free by C1; the crimson
distance is now aspect-corrected so the halo is circular, centered on the catch.
- C4 frame-rate-dependent flow absorption: the velocity lerp used a fixed 0.06
per-frame factor (not dt-scaled), so the field was 2x snappier at 120Hz
ProMotion vs 60Hz. Fix: absorb = 1 - exp(-dt * 3.7) — identical feel at 60fps,
correct everywhere else.
VERIFIED: svelte-check 0 errors / 967 files; zero WGSL validation errors in the
browser (a broken shader struct/syntax would throw at pipeline creation — none).
NOTE: the on-screen full-width widening is not yet visually captured this session
— the preview backend returns API 500 so the (app) layout error-states and the
field doesn't mount; pending eyeball on a wide window against a live backend.
Memory Cinema / Graph3D untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Kimi K2.7-code audit (max-thinking) found a CRITICAL race + leaks that Claude's
shallower pass missed; all verified and fixed:
- CRITICAL: late WebGPU boot after the 6s watchdog fired bootFallback() would
set mode='webgpu' and start a SECOND rAF loop, orphaning the fallback loop.
Fixed with a top-of-function + post-await abort guard in tryBootWebgpu and a
single idempotent tick()/startLoop() dispatcher (running flag) — rAF for the
draw loop is now scheduled in EXACTLY one place.
- GPU buffer leaks: partBuf/uBuf are now destroyed via releaseBuffers() on every
early-exit, the catch path, and the device-lost handler (was leaked everywhere
except the handle!=null onDestroy path).
- resize() now reconfigures the WebGPU context (was stretching after resize).
- drawWebgpu wrapped in try/catch -> bootFallback (one bad frame no longer kills
the field permanently).
- fallback now honors the intensity prop + is frame-rate independent (dt*60);
onVisibility resets fbLastT; onDestroy SSR-guard ordering.
svelte-check 0 errors / 967 files. Memory Cinema / Graph3D untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Real robustness fixes found while verifying Phase 3:
- Boot watchdog: if WebGPU hasn't started rendering within 6s (slow/contended
GPU, hung device request), fall back to Canvas2D so the field is never stuck
on the static gradient. Cleared on successful webgpu boot + onDestroy.
- bootFallback is now idempotent (guards double-start, cancels any in-flight
rAF) so the watchdog can't race a second loop.
- Canvas2D fallback now reacts to the firewall field event too — an outward
shockwave + crimson tint — so pre-iOS-26 / no-WebGPU users also see the catch.
- ?demo=firewall fires the flash on a short delay (so the field has booted, not
mid-boot where it'd be missed); ?demo=firewall&loop=1 re-arms it every 3.2s
for repeatable launch-footage capture.
svelte-check 0 errors / 967 files. NOTE: the on-screen crimson flash remains
visually unconfirmed this session — the preview env had an unstable viewport +
exhausted GPU process; pending a clean browser. Memory Cinema untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "earned by the backend" payoff: cognitive events drive the WebGPU field.
- fieldEvents.ts: a tiny decoupled pub/sub bridge (emit/onFieldEvent) so the
dashboard publishes cognitive events and the BackdropEngine reacts, with no
coupling either way. Kinds: firewall / decay / birth.
- BackdropEngine: uniform expanded to carry an event vec4 (code, fade, origin).
Compute shader applies a scoped impulse — firewall = outward shockwave + energy
spike, decay = inward cold collapse, birth = bright bloom. Render shader flares
particles near a firewall origin toward an angry CRIMSON (reserved ONLY for the
firewall block; nothing else turns red). Effect fades over 1.6s.
- Black Box ?demo=firewall now emits a firewall field event, so catching the
attack visibly flashes the living field crimson — the launch money-shot.
Verified: svelte-check 0 errors / 967 files; WGSL compiles with no validation
errors in-browser. NOTE: the on-screen crimson flash is not yet visually
captured this session (preview GPU device stalled after many reloads); pending a
clean GPU context. Memory Cinema / Graph3D untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make the WebGPU violet field breathe THROUGH the UI and turn the dead
offline/empty/error states into intentional, alive moments:
- Glass veil-ramp: panel tops drop to ~0.30 opacity so the field crests through
every header, while body text composites over a ~0.82 floor — more alive AND
more legible than the old flat 0.45. New .veil/.veil-strong/.text-legible
legibility utilities.
- edge-live membrane: a state-colored synapse rim (indigo idle, synapse live,
dream violet, amber alarm) + rail-dormant desaturate when offline. Shell mood
derived from connection/dream state.
- LifeState component replaces raw "Error: API 500"/"Offline"/"Select a run":
a calm "Dormant" breathing state, a self-healing error with the raw detail
demoted to a collapsed <details> + Retry, and a "Listening for the agent"
offline state wired to the firewall demo.
- Legibility fixes from the a11y audit: sidebar metrics text-muted->text-dim,
LifeState body->text, detail->dim + veil-strong, ambient strip + text-legible.
All new animation prefers-reduced-motion guarded. Memory Cinema, Black Box
machinery, Graph3D, and the backdrop core untouched. svelte-check 0 errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- websocket.test.ts: 3 stale injectEvent assertions now expect the correct
source:'synthetic' tag the store adds (production behavior was already right).
- server.rs: collapse a clippy::collapsible_if in test code into a let-chain.
- microglial_firewall: gated de-leet so leetspeak injections (1gn0re prev1ous
1nstruct10ns) are caught, with a structural guard — a digit-bearing token is
only rewritten if it de-leets exactly onto a known injection keyword, so
v1.2.3 / sha256 / base64 / 0x1f / i18n / port 8080 never false-quarantine.
Verified: vestige-core tests + clippy --all-targets clean, dashboard 950/950.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The /launch landing page (bleeding-edge waitlist hero):
- Full-viewport WebGL node engine (src/lib/hero/nodeEngine.ts): 40k GPU particles
on a two-FBO GPUComputationRenderer running an 18s looping cinematic — particles
stream in from the screen edges, slam together and EXPLODE at center, reform into
a brain / graph constellation / neural lattice, dissolve back out, loop. Glowing
additive particles + UnrealBloom, fills the whole screen edge to edge.
- Key GPGPU fix: custom DataTexture shape targets read black in GPUComputationRenderer
(three.js #15882), so shape targets are computed PROCEDURALLY in-shader from the
per-particle seed. Position integrates raw per-frame velocity (Codrops pattern),
texel-center reference attribute.
- AmbientField (god-ray glow + parallax starfield), phantomBrain (deterministic
seed-from-identity memory graph), LandingHero/neuralFlow (WebGPU Cinema-storm
reuse + WebGL fallback, kept as alternates). Manifesto copy, seed input, email
capture. No em-dashes. SSR off + prerender for the WebGL route.
Waitlist backend (Supabase, owned data):
- supabase/migrations/0001_waitlist.sql (RLS-locked table, dedup), Edge Function
waitlist-join (CORS, validation, honeypot, dedup, Resend confirmation), setup doc.
Dashboard auth removed (reverts the launch-polish auth wall that 401'd the dashboard
against itself): mod.rs/state.rs/websocket.rs back to no-token, api.ts/websocket.ts/
+layout.svelte stripped of the token client. Pending-review UX + Memory PR gating kept.
Research/spec docs under docs/launch/. Frontend typechecks 0/0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Completes the launch-polish lane Codex started (rate-limited mid-wiring):
Trust boundary (was: dashboard API/WS unauthenticated):
- Token middleware on all /api/* and /ws, reusing the persisted Vestige auth
token with constant-time compare (subtle); Sec-Fetch-Site + exact-Origin checks
- Token delivered via URL fragment (never sent to server / logged), installed
into localStorage on app load — WIRES installDashboardTokenFromLocation() into
the root +layout onMount BEFORE websocket.connect()/any fetch (the missing
piece that otherwise 401s the dashboard against its own API)
Fail-closed memory governance:
- Dashboard delete/suppress pre-gate through Memory PRs in Risk-Gated/Paranoid
(Fast still mutates directly); decision-before-mutation; replay -> 409
- Duplicate pending-PR reuse; PR content redacted to preview+hash at the API layer
Black Box / receipts:
- Live refresh of run list + receipts on real TraceEvents (trace-before-receipt
race handled via retry); synthetic events excluded from proof counters
Fixes on top of Codex's work:
- websocket.ts: source 'synthetic' -> `as const` (TS error, blocked pnpm check)
- memories: scoped a11y-ignore on the non-interactive review-notice
- collapsed sanitize_memory_pr_json (clippy collapsible_if); rustfmt the 7
touched Rust files
Gates: pnpm check 0/0 (905 files); vestige-mcp 453 tests; core trace/review/
receipt 67 tests; clippy -D warnings clean. All green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The github-pages deployment showed a red X: actions/configure-pages@v5
ran with enablement:true, but Pages was never enabled in repo settings and
the default GITHUB_TOKEN cannot create a Pages site, so deploy failed with
"Resource not accessible by integration". The launch-kit revert then deleted
the workflow entirely, leaving nothing to deploy.
- Restore a modernized pages.yml (Pages now enabled via API, so no
enablement hack; actions/checkout@v5 + Node 24 off the deprecated Node 20).
- Make the dashboard base path env-driven (VESTIGE_BASE_PATH), defaulting to
/dashboard for local/embedded use and overridden to /vestige in CI so
assets resolve at the Pages project subpath instead of 404ing.
- Workflow builds the dashboard under /vestige and writes a root-level
redirect index.html so the bare Pages URL lands on the dashboard.
- Rebuild the committed dashboard artifact (was stale at 2.1.23) to 2.1.27.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A full multi-agent review found 7 real issues (4 blockers). All fixed + tested.
B1 (blocker): Promoting a Memory PR did not release the quarantined memory —
the UI said "promoted" while the memory stayed suppressed/out of retrieval.
act_on_memory_pr now calls reverse_suppression(subject_id) on accept actions;
MemoryPrAction::releases_memory() encodes the rule (promote/merge/supersede
release; forget/quarantine keep it held). Proven live: PR response
subjectReleased:true, SQLite suppression_count 0.
B2 (blocker): memory promote/demote (returns `action`, not `decision`) and
codebase remember_* writes bypassed the write-trace + PR gate. extract_writes
now reads `action` too, filtered by is_write_decision (reads like get/state
excluded); is_write_tool includes `codebase`.
B3 (blocker): receipt ids collided within a run (r_<date>_<runId> +
INSERT OR REPLACE overwrote earlier receipts). IDs are now
r_<date>_<runId8>_<unique6>; build() mints the suffix, build_with_unique()
keeps tests deterministic.
B4 (blocker): proof bundle was assembled from two runs (trace.json=run_proof,
websocket-events.jsonl=run_proof2). Re-captured the whole bundle from a single
run — trace, websocket, receipt, and memory_pr all carry run_proof now.
B5: Black Box receipts panel showed global latest, not the selected run.
Added list_receipts_for_run + /api/receipts?run= ; the page uses listForRun.
B6: SENSITIVE_TOPICS substring matching false-fired (tokenizer->token,
author->auth, secretary->secret). Switched to word-boundary matching; real
phrasings (auth token, security vulnerability, api key) still gate.
B7: set_review_mode now writes atomically (temp+rename via write_atomic);
export_trace sanitizes run_id in the Content-Disposition filename; memory-prs
static routes declared before the dynamic /{id} route.
Withdrawn: the /mode-vs-/{id} route order is NOT a functional bug (axum 0.8 /
matchit prioritizes static segments) — reordered for clarity only.
Gates: 999 lib tests pass (+9 new regressions), clippy -D warnings clean,
dashboard check + build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make the receipt chain impossible to doubt. Freeze the claim surface, prove
every hop, and turn the two off-by-default producers into explicit UI states.
Frozen public claim: "Vestige records real MCP memory activity into a
replayable local trace, with receipts and reviewable risky writes." We do NOT
claim Sanhedrin vetoes or dream patches are live by default.
Regression — full-spine test (server.rs): one runId must cross, byte-identical,
MCP output -> SQLite trace -> WebSocket event -> API response shape ->
MCP resource. Fails if any hop drops or rewrites the id.
Honest UI states (Black Box "Event producers" panel):
- sanhedrin.veto -> "No veto producer connected (optional Sanhedrin hook, off
by default)" instead of empty mystery.
- dream.patch -> "No dream run in this trace" unless a dream actually ran.
- contradiction.detected -> "no contradiction in this run" when none fired.
Quarantine review (not pre-write blocking): risky writes are committed then
suppressed — audit history preserved, retrieval influence suspended until
reviewed. Reworded the server notice + UI copy to say exactly that.
Receipts UI gap closed: ReceiptCard is now mounted on the Black Box page
(retrieved/suppressed/trust-floor, activation path, "Open receipt in Cinema").
Proof pack (blackbox-proof-2026-06-22/): status.json, trace.json (the
.vestige-trace.json export), receipt.json, memory_pr.json (promoted via
UI->API->SQLite), websocket-events.jsonl (live TraceEvent x6 + PR opened/
decided), screenshots (Black Box, Receipts, Memory PRs, Graph), and PROOF.md
with real/caveat/stub per feature.
Gates: 988 lib tests pass, clippy -D warnings clean, dashboard check + build
clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The loop fired requestAnimationFrame immediately and never awaited render(); with
150k particles + compute + bloom a frame can exceed 16ms, so rAF callbacks queued
faster than the GPU could drain them and the camera/parallax visibly lagged behind
the cursor. Now AWAIT sb.render(dt) before scheduling the next frame → the loop is
capped to real GPU throughput, every frame reflects the latest pointer position,
no backlog. Also snappier active-steer damping (lam 3.5→9, ~110ms converge) so
input feels immediate; idle glide-home unchanged. renderFailures resets on success.
Plus docs/MEMORY_CINEMA.md — complete feature reference for the cinema engine.
Gate: svelte-check 0/0, 937 tests, verified live (parallax tracks cursor, no lag).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
near-fade × fog × DOF × seam-fade each multiply a <1 factor; together they were
crushing the figure dark. Raised the fog floor (0.18→0.45) and the color/emissive
glow bases so the stacked attenuation lands in a vivid range. Verified live.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Step 5 — VELOCITY-STRETCH FLYTHROUGH: sandbox derives camera velocity per frame
(one Vector3, zero compute) and pushes view-space apparent velocity to the storm;
flythrough relaxes the camera clamp floor (lerp 30→6) so the camera plunges
inside the shell. Storm stretches each sprite along screen-space velocity via
rotationNode + scaleNode (clamped streak), separate output graph (no extra
positionView read). Defaults 0 → no-op until wired.
Step 6 — INTERACTIVE PARALLAX: pointer orbits / scroll + pinch zoom the camera
with frame-rate-independent damping, composed onto the director's base pose in
loop() (after director.update, before render); idle >2.5s eases back to 0 so it's
a toy when touched and a film when left alone. sandbox.render re-clamps so the
user can't break framing. Per-beat flythrough strength wired from shot.tension;
dream mode flies through at 0.6. Fully gated off under reduced-motion (no
listeners, flythrough 0).
The 4-feature immersion stack (infinite zoom + flythrough + parallax + DOF/fog)
now composes. Gate: svelte-check 0/0, 937 tests, build green, verified live (all
4 compose, no white-out, no recursion, parallax responds without breaking framing).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The cloud now dives inward FOREVER, seamlessly. Two layers ride offset phases of
fract(uTime/T): the outer grows pow(λ, phase) toward the camera then snaps back
(invisible — inner@1/λ == outer@1); the inner (half-period offset) grows promoted
by λ to become the next outer shell, while a fresh inner spawns inside. λ=1.923
(=1/0.52 inner scale) makes the snap mathematically exact. A sin(phase·π) seam
cross-fade in rimFactor makes each layer fully transparent at its snap → ZERO pop.
Particle-space (not a camera dolly) so it can't clip or fight the camera clamp.
Rack-focus tracks the descent. uZoomOn gates it: Act II+ and dream mode dive;
beats 0/1 + reduced-motion stay still. Verified: seamless loop, no white-out, no
recursion, 937 tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Off-focus particles dim (read as bokeh defocus under the bloom) with a breathing
rack-focus. Folded into the single depthFade depth read — NOT sprite scaleNode,
which collapsed the sprites to invisible and collides with the upcoming streak.
Subtle (0.3) so it adds cinematic depth without darkening the figure.
Gate: svelte-check 0/0, 937 tests, verified live (depth grading reads, no recursion).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Distant particles dim toward the void with view depth (exp falloff) → real 3D
atmospheric recession, not a flat sprite cloud. Combined with the near-fade into
a SINGLE depthFade Fn — critical three@0.172 TSL constraint discovered: reading
positionView from a second Fn feeding the same material output triggers a cyclic
stack-overflow in the node type-resolver (getNodeType). One depth read, one Fn.
Gate: svelte-check 0/0, 937 tests, verified live (fog depth reads, no recursion).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Particles dissolve as they approach the camera (view-space -positionView.z,
smoothstep over [near, near+band]) so the upcoming flythrough never additive-pops
a sprite in your face. Folded into color + emissive so the bloom fades too.
Invisible at the default far camera. positionView confirmed working in the
SpriteNodeMaterial color node.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SpriteNodeMaterial.setupPositionView already rebuilds the billboard quad from
positionGeometry — the prior .add(positionLocal) double-counted it (harmless at
0.1 size). Bare center is required for the upcoming velocity-stretch streak
(scaleNode/rotationNode will drive the quad). Verified renders identically.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The nested 3D-within-3D figure now collides with its shell in OPPOSING color
universes, not a shared rainbow. Each layer is painted from a hard duotone:
the outer shell from one world (ice / acid / gold / mint / electric-blue), the
inner figure from its enemy (fire / blood / violet / crimson / gold). A new
uClash uniform cycles the pair every beat (and randomizes per dream figure), so
it's a fresh ice-vs-fire / acid-vs-blood collision each time — the kind of
contrast that stops a scroll.
To make the clash READ instead of washing white: inner glow floor dropped hard
(dense small-radius overlap was blowing to white and killing the color), inner
figure scaled up to 0.52 (spread → less overlap), the color blast capped at 0.6
mix so the duotone shows through even during a detonation, and Act II/III
ignition lowered 8.0→4.5 so beats no longer flash the clash to white.
Gate: svelte-check 0/0, 937/937 tests pass, build green, verified live (gold
shell + violet core clash reads clearly, no white-out, beats 0/1 calm).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three upgrades to Memory Cinema:
1. IMPOSSIBLE-GEOMETRY FORM PACK — replaced the stringy ribbon dream worlds with
brand-new signature skins nobody ships as a living particle figure:
- world 8 → Calabi–Yau quintic cross-section (6D string-theory manifold,
Hanson 4D→3D projection; α rotates it through the 4th dimension)
- world 9 → Boy's surface (Bryant–Kusner minimal immersion of RP²)
- world 10 → Aizawa attractor shell (breathing strange-attractor skin)
- world 11 → Gyroid↔Schwarz-D Bonnet morph (triply-periodic minimal surface)
The (u,v) MANIFOLD GRID basis is the key fix: particles map over a tensor grid
so neighbors share edges → reads as a sculpted SKIN, not spaghetti. Plus a
facing-ratio Fresnel rim so forms read as lit solids. Inline complex-math +
hyperbolics (sinh/cosh not in three@0.172). atan2→atan (deprecation).
2. 3D-WITHIN-3D NESTING — ~34% of particles form a SECOND, smaller, counter-
rotating figure (a different world, ~45% scale, complementary hue) at the core
of the outer shell. A figure inside a figure — fills the formerly-blank-bright
center with intentional structure and depth.
3. DEMO-CAPTURE MODE — press H in the cinema overlay to hide all UI chrome
(top bar + captions) for clean recording; a faint restore hint remains.
Overlay z-index raised + body.cinema-open hides the graph page's stats pill so
nothing bleeds through.
Gate: svelte-check 0/0, 937/937 tests pass, build green, verified live (Calabi–Yau
+ nested core render, forms cycle, no errors, beats 0/1 calm).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The 7-beat tour no longer freezes on the last figure. When it ends, Memory
Cinema drops into an infinite generative loop: every ~5.5s it morphs into a
fresh RANDOM procedural figure and detonates a color blast — each crazier than
the last.
Five new procedural worlds (7..11), parameterized by a per-figure uMorphSeed +
a uChaos ramp so the same index never looks the same twice:
7 supershape (3D superformula) 8 torus knot (random p,q winding)
9 warped lissajous lattice 10 helix storm
11 quantum foam (curl-warped chaos — max wild)
storm.dreamBeat() picks a random world, reseeds it, ramps chaos, and fires a
moderate-ignition blast (kept below the tour's 8.0 so dense random figures don't
wash white). Surfaced via sandbox.dreamBeat(); MemoryCinema starts a dream timer
on director onComplete, shows "∞ Dreaming", and tears it down on close/replay.
Honors reduced-motion (no dream loop) and the render-fail fallback.
Gate: svelte-check 0/0, 937/937 tests pass, build green, verified live (reaches
dream mode, generates distinct figures — supershapes, torus knots — cycling
forever, no white-out, no errors).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Memory Cinema is now a choreographed 7-act journey. One 150k-particle pool,
one compute kernel; a uWorld state machine select()s which home-target + forces
are live, and uBlend crossfades world→world over ~1s. The particles never swap
— only the forces on them — which IS the journey.
The seven worlds (beats map 1:1, beatIndex % 7):
0 nebula mist (curl-noise flow) 1 orbital anchor (cross-product spin)
2 strange attractor (Thomas) 3 detonation void (staggered shockwave)
4 crystal lattice (voxel snap) 5 fluid galaxy (curl + tangential swirl)
6 phyllotaxis bloom (Vogel sunflower, golden angle)
The signature COLOR BLAST: a long-lived uBlast envelope (~2.8s, decoupled from
the fast physics burst so the color OUTLIVES the shockwave) drives an outward
SPECTRAL DISPERSION wave — concentric rainbow rings expanding through the radius
over uBlastTime (real prism order, red lags / blue leads), with a warm blackbody
ember core underneath. Spectrum dominates so the detonation reads as RAINBOW,
not a white plasma flash.
Plus per-world cosine palettes (IQ) so each world is a distinct PLACE. All the
white-out guardrails preserved + extended: rim-gated blast, capped kelvin/gain,
emissive blast held below the color path. Beats 0/1 stay calm (low uBlast),
Acts II/III blaze.
Frontier techniques sourced from a parallel web-research + design workflow;
verified against the installed three@0.172 TSL build. Retires the old uShape
5-form gallery.
Gate: svelte-check 0/0, 937/937 tests pass, build green, verified live (7
distinct worlds, spectral blast, no white-out, calm opening).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Memory Cinema storm color/shape overhaul (the crown-jewel pillar):
- Fix the white-out root cause: emissiveNode was NEVER set, so the selective
MRT bloom had no color to bloom and washed the frame white. Route the shared
iridescent rainbow to BOTH colorNode and emissiveNode.
- Rim glow (fresnel-style): bright glowing edges, dim readable center — the
shareable luminous-shell / hollow-torus look.
- Morphing geometry: the home target cycles sphere → torus → galaxy spiral →
cube lattice → wave sheet, drifting continuously and snapping per beat.
- Hyper-saturated full-spectrum palette (per-particle phase + radial shells +
spatial bands + time) so the whole rainbow is present at once.
- Spread the initial spawn across a wide hollow shell (was a tiny dense ball
that boot-flashed white).
- Act/beat-aware brightness: beats 0/1 fade in soft, Act I held calm, Acts
II/III blaze at full. No white-out regressions.
Gate: svelte-check 0/0, 937/937 tests pass (cinema auteur/pathfinder green),
verified live in browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make the dashboard feel alive every second, with clear controls, for the
July 14 HN relaunch. Memory Cinema is left fully untouched (zero changes to
MemoryCinema.svelte / graph/cinema/*; its tests still pass).
Foundation (lifts every page):
- Icon.svelte: inline-SVG icon system, zero runtime dep. A UNIQUE semantic
silhouette per nav item — kills the old duplicated Unicode glyphs (◎◈◉◷
were each reused across multiple items). Wired into sidebar, mobile nav,
command palette, logo.
- Dropdown.svelte: accessible, keyboard-nav, type-ahead, animated select
replacement with color dots / badges. Replaces dead native <select>s.
- AnimatedNumber.svelte: rAF count-up/tween, reduced-motion safe.
- PageHeader.svelte: shared masthead (drawn route icon + aurora title).
- actions/reveal.ts + actions/interactions.ts: scroll-reveal, magnetic,
tilt(+glare), spotlight — all no-op under reduced-motion.
- app.css "alive layer": @property animatable gradients, conic live-border,
breathe/ping, shimmer skeletons, @starting-style entry, aurora text, lift.
Per-page: every route (graph non-cinema controls, reasoning, memories,
timeline, feed, explore, activation, dreams, schedule, importance,
duplicates, contradictions, patterns, intentions, stats, settings) now uses
PageHeader, real Icons, count-ups, staggered reveals, shimmer loaders,
spotlight cards, and warm empty states. Native selects and button-row
filters became clear Dropdowns where it improves clarity.
Gates: svelte-check 0 errors/0 warnings, 937/937 tests pass, build green,
verified live in the browser preview.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Per direction: keep the mind-blowing explosion + pixelation moments, ditch the
thin ribbon swirls. Complete physics rewrite:
- removed orbital/stream/Rössler modes (the swirls + the off-center drift source)
- each particle has a deterministic HOME on a volumetric shell around ORIGIN
(centroid anchored — can never drift off-frame again)
- uBurst detonation cycle: every beat blows particles radially out (explosion),
then a home-spring crystallizes them back (reform); contradictions detonate hardest
- PIXELATION: positions snap to a 3D grid that's fine when reformed, dissolved
during the burst — the crystalline voxel look
- hard velocity + radius clamps so it can never fly off or blow up
937 tests + build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Storm was a small ring leaving the canvas empty, and the core blew to white.
- FILL: sandbox fitRadius margin 0.40 -> 0.82 so the storm fills most of the
frame; particles now target their OWN radius across 0.12r..0.92r (filled
volumetric ORB, not a thin ring).
- COLOR: brightness was x(ignition*2.4+0.6) = up to x19.8, which + additive
blending across 150k sprites clipped every channel to white. Clamp the glow
low (0.45 floor, ~1.15 ceil) so the RAINBOW shows as pure spectral color;
smaller quads (0.18 -> 0.1) keep particles crisp instead of overlapping to
mush; gentler bloom (strength 1.1->0.6, threshold 0->0.35) accents cores
rather than washing the cloud. 937 tests + build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The rainbow storm looked next-dimensional but still clipped the edges — the
additive bloom halo extends each particle's glow well past its geometric radius,
so the visible cloud was bigger than the contain sphere.
- spawn radius 15 -> 8 (particles start inside the shell, no asymmetric inward yank)
- sandbox fitRadius margin 0.55 -> 0.40 (leaves room for the bloom halo)
- camera band tightened + pushed farther (30-44) so the contained cloud sits
small + centered; director standoff clamped into that band in centerOnOrigin
mode so the camera never fights the per-frame clamp (the off-center jump).
937 tests + build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Fixes the runaway ring (screenshot showed an expanding ellipse clipping the
frame): orbital mode added tangential velocity with nothing pulling particles to
a target radius, so they spiraled outward. Now a two-sided RADIAL SPRING pulls
every particle toward an in-frame shell (containRadius*0.62) with a per-particle
band so the cloud is a contained breathing sphere, not an ever-growing ring.
Tighter velocity clamp + boundary snap as belt-and-suspenders.
Color: replaced the flat 3-color tint with a living iridescent RAINBOW — hue
drifts by per-particle phase + radius + time + a global rotating hue shift
(fract/abs hexagon palette). Dramatic beats blend their mode color over the
rainbow (crimson at contradictions, gold at surprises) via uModeTintAmt; calm
beats stay mostly rainbow. 937 tests + build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause: layoutPositions grew per beat (radius 22 + i*6), so each beat sat
farther out; the camera + storm marched off into space as the tour progressed.
Fix (centered-by-construction):
- layoutPositions: tight BOUNDED golden-angle shell (SHELL_RADIUS 14), no growth.
- sandbox: storm pinned to the WORLD ORIGIN permanently; camera hard-clamped to
an 18-46 unit distance band and always lookAt(origin); containment sphere
sized to the FOV at origin. A runaway move is corrected every frame.
- director: new centerOnOrigin mode (enabled when WebGPU active) — frames/orbits
the origin instead of flying to scattered nodes; variety from angle/standoff.
No path remains for the subject to leave frame. 937 tests + build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
director.ts: optional shots:ResolvedShot[] in DirectorOptions; per-beat
flight/dwell timing; framePosition now reads move (push_in/pull_back/crane
scale standoff) + angle (low=look-up, high=look-down) + standoff; orbit shots
revolve the camera during dwell; Dutch roll via camera.up; hard/match cuts
snap (editorial cut). With NO shots the camera is byte-identical to before
(all values fall back to the existing constants + easeInOutCubic lerp).
MemoryCinema.svelte: build computeSignals + planShotsDeterministic + resolveShots
on launch, pass shots to the director; onBeat drives storm mode + director's
note + Act + tension from the shot. New UI: pre-roll DIRECTOR'S PLAN card
(logline naming real memories), per-beat 'why this shot' note, Act I/II/III
badge, tension-tinted progress bar, Auteur source badge.
The deterministic auteur ships the hero film with zero LLM. 937 tests + build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Particles (esp. the unbounded Rössler chaos mode) could fly off-screen. Add a
camera-frame-sized spherical containment field: spring pull-back past the
radius, hard velocity clamp, and a snap-to-shell safety net so no particle can
escape. The sandbox sizes the radius from camera distance + vfov each frame so
the storm reframes as the camera flies. Verified: check + build green.
storm.ts (blockers): correct particle position wiring — positionNode now
instancePos.add(positionLocal) (bare storage element collapsed every quad to a
point); serialize GPU compute dispatches (computeInFlight) to stop queue
stalls; ignition floor so the storm never fades to black; null buffers on
dispose for GC (StorageBufferAttribute has no dispose()); typed computeNode +
InstancedMesh, removed unsafe casts.
narrator.ts: validate + filter backend beats, bounds-safe fallback merge,
KIND_CHIP satisfies (compile-time enum coverage), chip type guard, timer cleanup.
MemoryCinema.svelte: replace the null-returning Local AI stub with a real
on-device transformers.js text-generation pipeline (+ genuine fallback);
Escape-to-close + autofocus a11y; reset all run state on launch (no stale
Replay); fix render/close race; computed fallback camera aspect; typed state.
director.ts: NaN-guard progress on empty path; clamp dt >= 0.
sandbox.ts: guard three/webgpu exports + tsl pass() API shape; resize w/h floor.
926 tests + build green. Net: every audit blocker/high/medium fixed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Disable camera auto-rotate (the dominant continuous motion) when the OS
reduce-motion setting is on; live-toggle aware via matchMedia change listener,
cleaned up on destroy. Graph stays fully usable (manual orbit/hover/select/live
events). Closes the a11y gap where 0 of ~3,200 graph LOC honoured the setting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Native View Transitions API via onNavigate (feature-detected, reduced-motion safe)
- OKLCH + display-p3 accent palette with hex fallback (@supports progressive enhancement)
- WebSocket gains 'reconnecting' state so stale errors clear on reconnect
- Graph control bar wraps + safe-area insets for <640px / notched phones
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bump all manifests 2.1.26 → 2.1.27 and date the CHANGELOG entry for the
GitHub + Redmine connector layer and source-aware search filters (#57, PR #78).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rebased on v2.1.25 merge/supersede and bumped the post-release metadata to v2.1.26 so this branch does not roll versions backward.
Adds local vestige.toml defaults, output profiles, and MCP response precedence for search, timeline, codebase context, and session context.
Verified:
- cargo metadata --format-version 1 --locked --no-deps
- cargo test -p vestige-core config --no-fail-fast
- cargo test -p vestige-mcp config --no-fail-fast