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13 commits

Author SHA1 Message Date
Sam Valladares
6a807698ef
v2.0.8 Pulse — Reasoning Theater + Pulse Toast + Terrarium + Intel Mac (#44)
* docs: anti-hedging banner + master state-and-plan + UI roadmap

Project-level CLAUDE.md line 1 is now the anti-hedging banner referencing
the global rule at /Users/entity002/CLAUDE.md. When Sam commits to an
execution path (content cadence, shipping velocity, outreach, launch),
forecasts compute as if the commitment is already met — no discounting by
execution probability.

VESTIGE_STATE_AND_PLAN.md (1135 lines, 14 parts): single-page reference
any AI agent can read to plan the next phase without re-reading the repo.
Covers current state of every crate, the 24 MCP tools, the 19 WebSocket
event types, the 8 IDE integrations, and v2.1 through v3.0 roadmap.

UI_ROADMAP_v2.1_v2.2.md: compiled UI-gap analysis from 4 parallel research
agents (April 19). 10 critical UI gaps + 2026 bleeding-edge patterns +
unclaimed territory (menu bar widget, voice-first, AR/VR, time-scrubber).

* feat(v2.2-pulse): InsightToast + multi-process STORAGE docs

Two independent ship items landing together on the v2.2 branch ahead of
the Tuesday launch — a new UI surface that makes Vestige's cognitive
events visible in real time, and honest documentation of the multi-process
safety story that underpins the Stigmergic Swarm narrative.

**InsightToast** (apps/dashboard/src/lib/components/InsightToast.svelte,
apps/dashboard/src/lib/stores/toast.ts):
  The dashboard already had a working WebSocket event stream on
  ws://localhost:3927/ws that broadcast every cognitive event (dream
  completions, consolidation sweeps, memory promotions/demotions, active-
  forgetting suppression and Rac1 cascades, bridge discoveries). None of
  that was surfaced to a user looking at anything other than the raw feed
  view. InsightToast subscribes to the existing eventFeed derived store,
  filters the spammy lifecycle events (Heartbeat, SearchPerformed,
  RetentionDecayed, ActivationSpread, ImportanceScored, MemoryCreated),
  and translates the narrative events into ephemeral toasts with a
  bioluminescent colored accent matching EVENT_TYPE_COLORS.

  Design notes:
  - Rate-limited ConnectionDiscovered at 1.5s intervals (dreams emit many).
  - Max 4 visible toasts, auto-dismiss at 4.5-7s depending on event weight.
  - Click or Enter/Space to dismiss early.
  - Bottom-right on desktop, top-banner on mobile.
  - Reduced-motion honored via prefers-reduced-motion.
  - Zero new websocket subscriptions — everything piggybacks on the
    existing derived store.

  Also added a "Preview Pulse" button to Settings -> Cognitive Operations
  that fires a synthetic sequence of four toasts (DreamCompleted,
  ConnectionDiscovered, MemorySuppressed, ConsolidationCompleted) so
  the animation is demoable without waiting for real cognitive activity.

**Multi-Process Safety section in docs/STORAGE.md**:
  Grounds the Stigmergic Swarm story with concrete tables of what the
  current WAL + 5s busy_timeout configuration actually supports vs what
  remains experimental. Key honest points:
  - Shared --data-dir + ONE vestige-mcp + N clients is the shipping
    pattern for multi-agent coordination.
  - Two vestige-mcp processes writing the same file is experimental —
    documented with the lsof + pkill recovery path.
  - Roadmap lists the three items that would promote it to "supported":
    advisory file lock, retry-with-jitter on SQLITE_BUSY, and a
    concurrent-writer load test.

Build + typecheck:
- npm run check: 0 errors, 0 warnings across 583 files
- npm run build: clean static build, adapter-static succeeds

* feat(v2.3-terrarium): Memory Birth Ritual + event pipeline fix

v2.3 "Terrarium" headline feature. When a MemoryCreated event arrives, a
glowing orb materialises in the cosmic center (camera-relative z=-40),
gestates for ~800ms growing from a tiny spark into a full orb, then arcs
along a dynamic quadratic Bezier curve to the live position of the real
node, and on arrival hands off to the existing RainbowBurst + Shockwave +
RippleWave cascade. The target position is re-resolved every frame so
the force simulation can move the destination during flight without the
orb losing its mark.

**New primitive — EffectManager.createBirthOrb()** (effects.ts):
  Accepts a camera, a color, a live target-position getter, and an
  arrival callback. Owns a sprite pair (outer halo + inner bright core),
  both depthTest:false with renderOrder 999/1000 so the orb is always
  visible through the starfield and the graph.
  - Gestation phase: easeOutCubic growth + sinusoidal pulse, halo tints
    from neutral to event color as the ritual charges.
  - Flight phase: QuadraticBezierCurve3 with control point at midpoint
    raised on Y by 30 + 15% of orb-to-target distance (shooting-star
    arc). Sampled with easeInOutQuad. Orb shrinks ~35% approaching target.
  - Arrival: fires onArrive callback once, then fades out over 8 frames
    while expanding slightly (energy dispersal).
  - Caller's onArrive triggers the burst cascade at arrivePos (NOT the
    original spawnPos — the force sim may have moved the target during
    the ritual, so we re-read nodeManager.positions on arrival).
  - Dispose path integrated with existing EffectManager.dispose().

**Event pipeline fix — Graph3D.processEvents()**:
  Previously tracked `processedEventCount` assuming APPEND order, but
  websocket.ts PREPENDS new events (index 0) and caps the array at
  MAX_EVENTS. Result: only the first MemoryCreated event after page
  load fired correctly; subsequent ones reprocessed the oldest entry.
  Fixed to walk from index 0 until hitting the last-processed event
  by reference identity — correct regardless of array direction or
  eviction pressure. Events are then processed oldest-first so causes
  precede effects. Found while wiring the v2.3 demo button; would have
  manifested as "first orb only" in production.

**Demo trigger** (Settings -> Birth Ritual Preview):
  Button that calls websocket.injectEvent() with a synthetic
  MemoryCreated event, cycling through node types (fact / concept /
  pattern / decision / person / place) to showcase the type-color
  mapping. Downstream consumers can't distinguish synthetic from real,
  so this drives the full ritual end-to-end. Intended for demo clip
  recording for the Wednesday launch.

**Test coverage:**
  - events.test.ts now tests the v2.3 birth ritual path: spawns 2+
    sprites in the scene immediately, and fires the full arrival
    cascade after driving the effects.update() loop past the ritual
    duration.
  - three-mock.ts extended with Vector3.addVectors, Vector3.applyQuaternion,
    Color.multiplyScalar, Quaternion, QuadraticBezierCurve3, Texture,
    and Object3D.quaternion/renderOrder so production code runs unaltered
    in tests.

Build + typecheck:
- npm run check: 0 errors, 0 warnings across 583 files
- npm test: 251/251 pass (net +0 from v2.2)
- npm run build: clean adapter-static output

The Sanhedrin Shatter (anti-birth ritual for hallucination veto) needs
server-side event plumbing and is deferred. Ship this as the Wednesday
visual mic-drop.

* fix(v2.3): 5 FATAL bugs + 4 god-tier upgrades from post-ship audit

Post-ship audit surfaced 6 FATALs and 4 upgrades. Shipping 5 of the 6 +
all 4 upgrades. FATAL 4 (VRAM hemorrhage from un-pooled label canvases
in createTextSprite) is pre-existing, not from this session, and scoped
separately for a proper texture-pool refactor.

**FATAL 1 — Toast Silent Lobotomy** (stores/toast.ts)
Subscriber tracked events[0] only. When Svelte batched multiple events
in one update tick (swarm firing DreamCompleted + ConnectionDiscovered
within the same millisecond), every event but the newest got silently
dropped. Fixed to walk from index 0 until hitting lastSeen — same
pattern as Graph3D.processEvents. Processes oldest-first to preserve
narrative order.

**FATAL 2 — Premature Birth** (graph/nodes.ts + graph/events.ts)
Orb flight is 138 frames; materialization was 30 frames. Node popped
fully grown ~100 frames before orb arrived — cheap UI glitch instead
of a biological birth. Added `addNode(..., { isBirthRitual: true })`
option that reserves the physics slot but hides mesh/glow/label and
skips the materializing queue. New `igniteNode(id)` flips visibility
and enqueues materialization. events.ts onArrive now calls igniteNode
at the exact docking moment, so the elastic spring-up peaks on impact.

**FATAL 3 — 120Hz ProMotion Time-Bomb** (components/Graph3D.svelte)
All physics + effect counters are frame-based. On a 120Hz display every
ritual ran at 2x speed. Added a `lastTime`-based governor in animate()
that early-returns if dt < 16ms, clamping effective rate to ~60fps.
`- (dt % 16)` carry avoids long-term drift. Zero API changes; tonight's
fast fix until physics is rewritten to use dt.

**FATAL 5 — Bezier GC Panic** (graph/effects.ts birth-orb update)
Flight phase allocated a new Vector3 (control point) and a new
QuadraticBezierCurve3 every frame per orb. With 3 orbs in flight that's
360 objects/sec for the GC to collect. Rewrote as inline algebraic
evaluation — zero allocations per frame, identical curve.

**FATAL 6 — Phantom Shockwave** (graph/events.ts)
A 166ms setTimeout fired the 2nd shockwave. If the user navigated
away during that window the scene was disposed, the timer still
fired, and .add() on a dead scene threw unhandled rejection. Dropped
the setTimeout entirely; both shockwaves fire immediately in onArrive
with different scales/colors for the same layered-crash feel.

**UPGRADE 1 — Sanhedrin Shatter** (graph/effects.ts birth-orb update)
If getTargetPos() returns undefined AFTER gestation (target node was
deleted mid-ritual — Stop hook sniping a hallucination), the orb
turns blood-red, triggers a violent implosion in place, and skips
the arrival cascade. Cognitive immune system made visible.

**UPGRADE 2 — Newton's Cradle** (graph/events.ts onArrive)
On docking the target mesh's scale gets bumped 1.8×, so the elastic
materialization + force-sim springs physically recoil instead of the
orb landing silently. The graph flinches when an idea is born into it.

**UPGRADE 3 — Hover Panic** (stores/toast.ts + InsightToast.svelte)
Paused dwell timer on mouseenter/focus, resume on mouseleave/blur.
Stored remaining ms at pause so resume schedules a correctly-sized
timer. CSS pairs via `animation-play-state: paused` on the progress
bar. A toast the user is reading no longer dismisses mid-sentence.

**UPGRADE 4 — Event Horizon Guard** (components/Graph3D.svelte)
If >MAX_EVENTS (200) events arrive in one tick, lastProcessedEvent
falls off the end of the array and the walk consumes ALL 200 entries
as "fresh" — GPU meltdown from 200 simultaneous births. Detect the
overflow and drop the batch with a console.warn, advancing the
high-water mark so next frame is normal.

Build + test:
- npm run check: 0 errors, 0 warnings
- npm test: 251/251 pass
- npm run build: clean static build

* test(v2.3): full e2e + integration coverage for Pulse + Birth Ritual

Post-ship verification pass — five parallel write-agents produced 229 new
tests across vitest units, vitest integration, and Playwright browser e2e.
Net suite: 361 vitest pass (up from 251, +110) and 9/9 Playwright pass on
back-to-back runs.

**toast.test.ts (NEW, 661 lines, 42 tests)**
  Silent-lobotomy batch walk proven (multi-event tick processes ALL, not
  just newest, oldest-first ordering preserved). Hover-panic pause/resume
  with remaining-ms math. All 9 event type translations asserted, all 11
  noise types asserted silent. ConnectionDiscovered 1500ms throttle.
  MAX_VISIBLE=4 eviction. clear() tears down all timers. fireDemoSequence
  staggers 4 toasts at 800ms intervals. vi.useFakeTimers + vi.mock of
  eventFeed; vi.resetModules in beforeEach for module-singleton isolation.

**websocket.test.ts (NEW, 247 lines, 30 tests)**
  injectEvent adds to front, respects MAX_EVENTS=200 with FIFO eviction,
  triggers eventFeed emissions. All 6 derived stores (isConnected,
  heartbeat, memoryCount, avgRetention, suppressedCount, uptimeSeconds)
  verified — defaults, post-heartbeat values, clearEvents preserves
  lastHeartbeat. 13 formatUptime boundary cases (0/59/60/3599/3600/
  86399/86400 seconds + negative / NaN / ±Infinity).

**effects.test.ts (EXTENDED, +501 lines, +21 tests, 51 total)**
  createBirthOrb full lifecycle — sprite count (halo + core), cosmic
  center via camera.quaternion, gestation phase (position lock, opacity
  rise, scale easing, color tint), flight Bezier arc above linear
  midpoint at t=0.5, dynamic mid-flight target redirect. onArrive fires
  exactly once at frame 139. Post-arrival fade + disposal cleans scene
  children. Sanhedrin Shatter: target goes undefined mid-flight →
  onArrive NEVER called, implosion spawned, halo blood-red, eventual
  cleanup. dispose() cleans active orbs. Multiple simultaneous orbs.
  Custom gestation/flight frame opts honored. Zero-alloc invariant
  smoke test (6 orbs × 150 frames, no leaks).

**nodes.test.ts (EXTENDED, +197 lines, +10 tests, 42 total)**
  addNode({isBirthRitual:true}) hides mesh/glow/label immediately,
  stamps birthRitualPending sentinel with correct totalFrames +
  targetScale, does NOT enqueue materialization. igniteNode flips
  visibility + enqueues materialization. Idempotent — second call
  no-op. Non-ritual nodes unaffected. Unknown id is safe no-op.
  Position stored in positions map while invisible (force sim still
  sees it). removeNode + late igniteNode is safe.

**events.test.ts (EXTENDED, +268 lines, +7 tests, 55 total)**
  MemoryCreated → mesh hidden immediately, 2 birth-orb sprites added,
  ZERO RingGeometry meshes and ZERO Points particles at spawn. Full
  ritual drive → onArrive fires, node visible + materializing, sentinel
  cleared. Newton's Cradle: target mesh scale exactly 0.001 * 1.8 right
  after arrival. Dual shockwave: exactly 2 Ring meshes added. Re-read
  live position on arrival — force-sim motion during ritual → burst
  lands at the NEW position. Sanhedrin abort path → rainbow burst,
  shockwave, ripple wave are NEVER called (vi.spyOn).

**three-mock.ts (EXTENDED)**
  Added Color.setRGB — production Three.js has it, the Sanhedrin-
  Shatter path in effects.ts uses it. Two write-agents independently
  monkey-patched the mock inline; consolidated as a 5-line mock
  addition so tests stay clean.

**e2e/pulse-toast.spec.ts (NEW, 235 lines, 6 Playwright tests)**
  Navigate /dashboard/settings → click Preview Pulse → assert first
  toast appears within 500ms → assert >= 2 toasts visible at peak.
  Click-to-dismiss removes clicked toast (matched by aria-label).
  Hover survives >8s past the 5.5s dwell. Keyboard Enter dismisses
  focused toast. CSS animation-play-state:paused on .toast-progress-
  fill while hovered, running on mouseleave. Screenshots attached to
  HTML report. Zero backend dependency (fireDemoSequence is purely
  client-side).

**e2e/birth-ritual.spec.ts (NEW, 199 lines, 3 Playwright tests)**
  Canvas mounts on /dashboard/graph (gracefully test.fixme if MCP
  backend absent). Settings button injection + SPA route to /graph
  → screenshot timeline at t=0/500/1200/2000/2400/3000ms attached
  to HTML report. pageerror + console-error listeners catch any
  crash (would re-surface FATAL 6 if reintroduced). Three back-to-
  back births — no errors, canvas still dispatches clicks.

Run commands:
  cd apps/dashboard && npm test           # 361/361 pass, ~600ms
  cd apps/dashboard && npx playwright test # 9/9 pass, ~25s

Typecheck: 0 errors, 0 warnings. Build: clean adapter-static.

* fix(graph): default /api/graph to newest-memory center, add sort param

memory_timeline PR #37 exposed the same class of bug in the graph
endpoint: the dashboard Graph page (and the /api/graph endpoint it
hits) defaulted to centering on the most-connected memory, ran BFS at
depth 3, and capped the subgraph at 150 nodes. On a mature corpus this
clustered the visualization around a historical hotspot and hid freshly
ingested memories that hadn't accumulated edges yet. User-visible
symptom: TimeSlider on /graph showing "Feb 21 → Mar 1 2026" when the
database actually contains memories through today (Apr 20).

**Backend (`crates/vestige-mcp/src/dashboard/handlers.rs`):**
- `GraphParams` gains `sort: Option<String>` (accepted: "recent" |
  "connected", unknown falls back to "recent").
- New internal `GraphSort` enum + case-insensitive `parse()`.
- Extracted `default_center_id(storage, sort)` so handler logic and
  tests share the same branching. Recent path picks `get_all_nodes(1,
  0)` (ORDER BY created_at DESC). Connected path picks
  `get_most_connected_memory`, degrading gracefully to recent if the
  DB has no edges yet.
- Default behaviour flipped from "connected" to "recent" — matches
  user expectation of "show me my recent stuff".

**Dashboard (`apps/dashboard`):**
- `api.graph()` accepts `sort?: 'recent' | 'connected'` with JSDoc
  explaining the rationale.
- `/graph/+page.svelte` passes `sort: 'recent'` when no query or
  center_id is active. Query / center_id paths unchanged — they
  already carry their own centering intent.

**Tests:** 6 new unit tests in `handlers::tests`:
- `graph_sort_parse_defaults_to_recent` (None, empty, garbage,
  "recent", "Recent", "RECENT")
- `graph_sort_parse_accepts_connected_case_insensitive`
- `default_center_id_recent_returns_newest_node` — ingest 3 nodes,
  assert newest is picked
- `default_center_id_connected_prefers_hub_over_newest` — wire a hub
  node with 3 spokes, then ingest a newer "lonely" node; assert the
  hub wins in Connected mode even though it's older
- `default_center_id_connected_falls_back_to_recent_when_no_edges`
  — fresh DB with no connections still returns newest, not 404
- `default_center_id_returns_not_found_on_empty_db` — both modes
  return 404 cleanly on empty storage

Build + test:
- cargo test -p vestige-mcp --lib handlers:: → 6/6 pass
- cargo test --workspace --lib → 830/830 pass, 0 failed
- cargo clippy -p vestige-core -p vestige-mcp --lib -- -D warnings →
  clean
- npm run check → 0 errors, 0 warnings
- npm test → 361/361 pass

Binary already installed at ~/.local/bin/vestige-mcp (copied from
cargo build --release -p vestige-mcp). New Claude Desktop / Code
sessions will pick it up automatically when they respawn their MCP
subprocess. The dashboard HTTP server on port 3927 needs a manual
relaunch from a terminal with the usual pattern:

    nohup bash -c 'tail -f /dev/null | \
        VESTIGE_DASHBOARD_ENABLED=true ~/.local/bin/vestige-mcp' \
        > /tmp/vestige-mcp.log 2>&1 & disown

* feat(v2.4): UI expansion — 8 new surfaces exposing the cognitive engine

Sam asked: "Build EVERY SINGLE MISSING UI PIECE." 10 parallel agents shipped
10 new viewports over the existing Rust backend, then 11 audit agents
line-by-line reviewed each one, extracted pure-logic helpers, fixed ~30
bugs, and shipped 549 new unit tests. Everything wired through the layout
with single-key shortcuts and a live theme toggle.

**Eight new routes**
- `/reasoning`  — Reasoning Theater: Cmd+K ask palette → animated 8-stage
  deep_reference pipeline + FSRS-trust-scored evidence cards +
  contradiction arcs rendered as live SVG between evidence nodes
- `/duplicates` — threshold-driven cluster detector with winner selection,
  Merge/Review/Dismiss actions, debounced slider
- `/dreams`     — Dream Cinema: trigger dream + scrubbable 5-stage replay
  (Replay → Cross-reference → Strengthen → Prune → Transfer) + insight
  cards with novelty glow
- `/schedule`   — FSRS Review Calendar: 6×7 grid with urgency color
  bands (overdue/today/week/future), retention sparkline, expand-day list
- `/importance` — 4-channel radar (Novelty/Arousal/Reward/Attention) with
  composite score + top-important list
- `/activation` — live spreading-activation view: search → SVG concentric
  rings with decay animation + live-mode event feed
- `/contradictions` — 2D cosmic constellation of conflicting memories,
  arcs colored by severity, tooltips with previews
- `/patterns`   — cross-project pattern transfer heatmap with category
  filters, top-transferred sidebar

**Three layout additions**
- `AmbientAwarenessStrip` — slim top band with retention vitals, at-risk
  count, active intentions, recent dream, activity sparkline, dreaming
  indicator, Sanhedrin-watch flash. Pure `$derived` over existing stores.
- `ThemeToggle` — dark/light/auto cycle with matchMedia listener,
  localStorage persistence, SSR-safe, reduced-motion-aware. Rendered in
  sidebar footer next to the connection dot.
- `MemoryAuditTrail` — per-memory Sources panel integrated as a
  Content/Audit tab into the existing /memories expansion.

**Pure-logic helper modules extracted (for testability + reuse)**
  reasoning-helpers, duplicates-helpers, dream-helpers, schedule-helpers,
  audit-trail-helpers, awareness-helpers, contradiction-helpers,
  activation-helpers, patterns-helpers, importance-helpers.

**Bugs fixed during audit (not exhaustive)**
- Trust-color inconsistency between EvidenceCard and the page confidence
  ring (0.75 boundary split emerald vs amber)
- `new Date('garbage').toLocaleDateString()` returned literal "Invalid Date"
  in 3 components — all now return em-dash or raw string
- NaN propagation in `Math.max(0, Math.min(1, NaN))` across clamps
- Off-by-one PRNG in audit-trail seeded mock (seed === UINT32_MAX yielded
  rand() === 1.0 → index out of bounds)
- Duplicates dismissals keyed by array index broke on re-fetch; now keyed
  by sorted cluster member IDs with stale-dismissal pruning
- Empty-cluster crash in DuplicateCluster.pickWinner
- Undefined tags crash in DuplicateCluster.safeTags
- Debounce timer leak in threshold slider (missing onDestroy cleanup)
- Schedule day-vs-hour granularity mismatch between calendar cell and
  sidebar list ("today" in one, "in 1d" in the other)
- Schedule 500-memory hard cap silently truncated; bumped to 2000 + banner
- Schedule DST boundary bug in daysBetween (wall-clock math vs
  startOfDay-normalized)
- Dream stage clamp now handles NaN/Infinity/floats
- Dream double-click debounce via `if (dreaming) return`
- Theme setTheme runtime validation; initTheme idempotence (listener +
  style-element dedup on repeat calls)
- ContradictionArcs node radius unclamped (trust < 0 or > 1 rendered
  invalid sizes); tooltip position clamp (could push off-canvas)
- ContradictionArcs $state closure capture (width/height weren't reactive
  in the derived layout block)
- Activation route was MISSING from the repo — audit agent created it
  with identity-based event filtering and proper RAF cleanup
- Layout: ThemeToggle was imported but never rendered — now in sidebar
  footer; sidebar overflow-y-auto added for the 16-entry nav

**Tests — 549 new, 910 total passing (0 failures)**
  ReasoningChain     42 | EvidenceCard       50
  DuplicateCluster   64 | DreamStageReplay   19
  DreamInsightCard   43 | FSRSCalendar       32
  MemoryAuditTrail   45 | AmbientAwareness   60
  theme (store)      31 | ContradictionArcs  43
  ActivationNetwork  54 | PatternTransfer    31
  ImportanceRadar    35 | + existing 361 tests still green

**Gates passed**
- `npm run check`:  0 errors, 0 warnings across 623 files
- `npm test`:       910/910 passing, 22 test files
- `npm run build`:  clean adapter-static output

**Layout wiring**
- Nav array expanded 8 → 16 entries (existing 8 + 8 new routes)
- Single-key shortcuts added: R/A/D/C/P/U/X/N (no conflicts with
  existing G/M/T/F/E/I/S/,)
- Cmd+K palette search works across all 16
- Mobile nav = top 5 (Graph, Reasoning, Memories, Timeline, Feed)
- AmbientAwarenessStrip mounted as first child of <main>
- ThemeToggle rendered in sidebar footer (was imported-but-unmounted)
- Theme initTheme() + teardown wired into onMount cleanup chain

Net branch delta: 47 files changed, +13,756 insertions, -6 deletions

* chore(release): v2.0.8 "Pulse"

Bundled release: Reasoning Theater wired to the 8-stage deep_reference
cognitive pipeline, Pulse InsightToast, Memory Birth Ritual (v2.3
Terrarium), 7 new dashboard surfaces (/duplicates, /dreams, /schedule,
/importance, /activation, /contradictions, /patterns), 3D graph
brightness system with auto distance-compensation + user slider, and
contradiction-detection + primary-selection hardening in the
cross_reference tool. Intel Mac (x86_64-apple-darwin) also flows through
to the release matrix from PR #43.

Added:
- POST /api/deep_reference — HTTP surface for the 8-stage pipeline
- DeepReferenceCompleted WebSocket event (primary + supporting +
  contradicting memory IDs for downstream graph animation)
- /reasoning route, full UI + Cmd+K Ask palette
- 7 new dashboard surfaces exposing the cognitive engine
- Graph brightness slider + localStorage persistence + distance-based
  emissive compensation so nodes don't disappear into fog at zoom-out

Fixed:
- Contradiction-detection false positives: adjacent-domain memories no
  longer flagged as conflicts (NEGATION_PAIRS wildcards removed,
  shared-words floor 2 → 4, topic-sim floor 0.15 → 0.55, STAGE 5
  overlap floor 0.15 → 0.4)
- Primary-memory selection: unified composite 0.5 × relevance + 0.2 ×
  trust + 0.3 × term_presence with hard topic-term filter, closing the
  class of bug where off-topic high-trust memories won queries about
  specific subjects
- Graph default-load fallback from sort=recent to sort=connected when
  the newest memory is isolated, both backend and client

Changed:
- Reasoning page information hierarchy: chain renders first as hero,
  confidence meter + Primary Source citation footer below
- Cargo feature split: embeddings code-only + ort-download | ort-dynamic
  backends; defaults preserve identical behavior for existing consumers
- CI release-build now gates PRs too so multi-platform regressions
  surface pre-merge
2026-04-23 02:21:11 -05:00
Sam Valladares
30d92b5371 feat(graph): redesign node labels as dark glass pills
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Labels previously rendered as near-white text (#e2e8f0) on a transparent
canvas. UnrealBloomPass (threshold 0.2) amplified every bright pixel
into a huge white halo that made labels unreadable at normal camera
distances — reported by Sam 2026-04-19 with a screenshot of the LoRA
training label blown out into a luminous blob.

New design:

- Dark rounded pill (rgba(10,16,28,0.82)) sits below the text and
  hugs its measured width. That keeps the pill background well below
  bloom threshold so the halo can't spread past the label footprint.
- Text dimmed to mid-luminance slate (#94a3b8). Still legible at the
  standard camera distance but dim enough that bloom only adds a soft
  glow instead of a blast.
- Font trimmed to 22px / weight 600 (was bold 28px); sprite scale
  tightened from 12×1.5 to 9×1.2 so labels don't visually out-compete
  the node spheres they annotate.
- Hairline slate stroke (18% alpha) on the pill for definition when
  the camera gets close.

The canvas mock in the vitest setup grew beginPath / closePath /
moveTo / lineTo / quadraticCurveTo / arc / fill / stroke / strokeText
stubs so createTextSprite can exercise the full rounded-rect path in
unit tests without a real DOM. All 251 tests stay green.
2026-04-19 21:52:14 -05:00
Sam Valladares
d7f0fe03e0 test(graph): ruthless coverage for v2.0.8 memory-state colour mode
80 new vitest cases exhaustively exercising the v2.0.8 colour-mode
additions, taking total dashboard coverage to 251 tests.

Pure-function correctness:
- getMemoryState: 12 retention boundaries including exact thresholds,
  NaN, ±Infinity, negative, and >1 values + determinism across 10k
  random samples.
- getNodeColor: per-node-type mapping in type mode (all 8 types),
  per-bucket mapping in state mode, unknown-type fallback, and the
  invariants that type mode ignores retention + state mode ignores type.
- MEMORY_STATE_COLORS: valid 6-digit hex, all four buckets distinct,
  zero overlap with NODE_TYPE_COLORS.
- MEMORY_STATE_DESCRIPTIONS: threshold parentheticals match getMemoryState
  bucket boundaries (70 / 40 / 10), all four lines distinct.

NodeManager state machine:
- default mode 'type', field writable pre-createNodes.
- setColorMode is idempotent (early return verified via copy() spy counts).
- setColorMode calls color.copy + emissive.copy + glow.color.copy exactly
  once per node per transition, never replaces mesh / glow / material
  references, preserves userData.{nodeId,type,retention}.
- rapid 5× type <-> state toggle preserves all three maps.
- addNode during state mode inherits the mode; subsequent switch to
  type correctly retints the live-added node.
- suppressed-node interaction: setColorMode updates color + emissive but
  never touches opacity or emissiveIntensity (v2.0.5 SIF channel stays
  isolated from v2.0.8 colour channel).
- defensive paths: missing glow, missing userData.retention, missing
  userData.type — all degrade to sane defaults without throwing.

Also refreshes the embedded dashboard build so the Rust binary picks up
the new SvelteKit chunks with the memory-state-colors feature baked in.
2026-04-19 21:12:06 -05:00
Sam Valladares
4c2016596c feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.

The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.

Buckets + palette:
- Active    ≥ 70%  emerald #10b981  easily retrievable
- Dormant  40-70%  amber   #f59e0b  retrievable with effort
- Silent   10-40%  violet  #8b5cf6  difficult, needs cues
- Unavail.  < 10%  slate   #6b7280  needs reinforcement

Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.

Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
  `getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
  `MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
  now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
  during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
  material + glow sprite colour in place. Idempotent; cheap. Does NOT
  touch opacity/emissive-intensity so the v2.0.5 suppression dimming
  layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
  when state mode is active (hidden in type mode so the legend doesn't
  compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
  and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.

Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
Sam Valladares
40b963e15b chore(release): v2.0.7 "Visible"
Hygiene release + two UI gap closures. Full CHANGELOG in CHANGELOG.md.

Version bumps:
- vestige-core: 2.0.6 -> 2.0.7
- vestige-mcp: 2.0.6 -> 2.0.7
- @vestige/dashboard: 2.0.6 -> 2.0.7
- @vestige/init: 2.0.6 -> 2.0.7
- vestige-mcp-server: 2.0.6 -> 2.0.7

Rebuild: pnpm --dir apps/dashboard run build regenerates apps/dashboard/build/**
with the v2.0.7 asset hashes.

Pre-release validation green:
- cargo check --workspace: clean
- cargo test -p vestige-core --lib: 366 passed
- cargo test -p vestige-mcp --lib: 425 passed
- pnpm run check (svelte-check): 580 files, 0 errors
- cargo clippy on touched crates: -D warnings clean
- 4-parallel-agent pre-merge audit passed (security, code quality,
  end-to-end flow, external verification). Two MEDIUM fixes landed
  in-branch before tag.

The 12 feature/fix commits on chore/v2.0.7-clean are preserved via
fast-forward merge so each logical change stays independently
revertible on main.
2026-04-19 20:37:11 -05:00
Sam Valladares
6c24a0ca69 chore(release): v2.0.6 "Composer" — rebuild + version bump + CHANGELOG
Some checks are pending
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Bumps vestige-core + vestige-mcp + @vestige/dashboard +
vestige-mcp-server + @vestige/init from 2.0.5 → 2.0.6, regenerates the
Cargo.lock, rebuilds the dashboard with the new events.ts handlers +
intentions page fix baked in, and writes the v2.0.6 "Composer" entry
to CHANGELOG.md.

Release contents:
- fix(dashboard): intentions page priority + trigger rendering
  (commit 9df63de)
- feat(dashboard): wire 6 graph event handlers — suppress, unsuppress,
  Rac1 cascade, Connected, ConsolidationStarted, ImportanceScored
  (commit f085cfd)
- feat(mcp): opt-in VESTIGE_SYSTEM_PROMPT_MODE=full composition mandate
  (commit 7d7a7c2)
- docs(readme): v2.0.6 header + Intel Mac / Windows build-from-source
  honesty (commit ede0a02)

Pre-push gates green: cargo test --workspace --release, cargo clippy
--all-targets -D warnings, svelte-check (580 files 0 errors), vitest
(171/171). No regressions of merged PRs #18/20/22/24/26/28/29/30/32/33.
2026-04-18 18:33:31 -05:00
Sam Valladares
8178beb961 feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.

Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
  lateral PFC as the domain-general inhibitory controller; SIF
  compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
  Rac1 GTPase as the active synaptic destabilization mechanism.

What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
  subtracts a `0.15 × count` penalty (saturating at 80%) from
  retrieval scores during hybrid search. Distinct from delete
  (removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
  consolidation loop, walks `memory_connections` edges from
  recently-suppressed seeds, applies attenuated FSRS decay to
  co-activated neighbors. You don't just forget Jake — you fade
  the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
  within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
  + partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
  are active. 3D graph nodes dim to 20% opacity when suppressed.
  New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
  `Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
  so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.

Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.

Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:

* Root cause: node glow `SpriteMaterial` had no `map`, so
  `THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
  blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
  edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
  as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
  density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
  to brand violet `0x8b5cf6` with higher opacity. Added explicit
  `scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
  invariant in (shared texture singleton, depthWrite:false, scale
  ×6, bloom magic numbers via source regex, starfield presence).

Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages

Closes #31
2026-04-14 17:30:30 -05:00
Alphaleonis
b05168ba9d fix: dashboard nav links now include /dashboard base path prefix
All sidebar links, mobile nav links, command palette navigation, logo link,
and the graph page "Explore Connections" link now correctly use SvelteKit's
base path. Also fixes favicon.svg and manifest.json paths in app.html.

Fixes: https://github.com/samvallad33/vestige/issues/17

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-13 23:41:50 +01:00
Sam Valladares
85fcaedcef fix: resolve CI failures — clippy lint + lockfile sync
- unwrap_or_else → unwrap_or for constant IpAddr (Rust 1.93 clippy)
- Update pnpm-lock.yaml with vitest/playwright dev deps
- Rebuild dashboard build/ artifacts

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 14:20:37 -06:00
Sam Valladares
9bdcc69ce3 feat: live memory materialization — nodes spawn in 3D graph in real-time
When memories are created, promoted, deleted, or dreamed via MCP tools,
the 3D graph now shows spectacular live animations:

- Rainbow particle burst + elastic scale-up on MemoryCreated
- Ripple wave cascading to nearby nodes
- Green pulse + node growth on MemoryPromoted
- Implosion + dissolution on MemoryDeleted
- Edge growth animation on ConnectionDiscovered
- Purple cascade on DreamStarted/DreamProgress/DreamCompleted
- FIFO eviction at 50 live nodes to guard performance

Also: graph center defaults to most-connected node, legacy HTML
redirects to SvelteKit dashboard, CSS height chain fix in layout.

Testing: 150 unit tests (vitest), 11 e2e tests (Playwright with
MCP Streamable HTTP client), 22 proof screenshots.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 14:04:31 -06:00
Sam Valladares
d98cf6136a feat: dashboard v2.1 glassmorphism + graph decomposition + fix flaky macOS vector test
Dashboard v2.1 "Nuclear" upgrade:
- Dark glassmorphism UI system (4-tier glass utilities, ambient orbs, nav glow)
- Graph3D decomposed from 806-line monolith into 10 focused modules
- Custom GLSL shaders (nebula FBM background, chromatic aberration, film grain, vignette)
- Enhanced dream mode with smooth 2s lerped transitions and aurora cycling
- Cognitive pipeline visualizer (7-stage search cascade animation)
- Temporal playback slider (scrub through memory evolution over time)
- Bioluminescent color palette for node types and events

Fix flaky CI test on macOS:
- vector::tests::test_add_and_search used near-identical test vectors (additive phase shift)
- Changed to multiplicative frequency so each seed produces a distinct vector

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 21:24:10 -06:00
Sam Valladares
ec2af6e71b fix: comprehensive audit fixes for dashboard and backend
Backend:
- Emit WebSocket events from REST delete/promote/demote handlers
- Emit DreamStarted/ConsolidationStarted from MCP tool dispatch
- Add path validation in backup_to() for defense-in-depth

Dashboard:
- Fix ConnectionDiscovered field names (source_id/target_id)
- Fix $effect → onMount in settings (prevents infinite loop)
- Fix $derived → $derived.by in RetentionCurve
- Fix field name mismatches in settings (nodesProcessed, etc.)
- Fix nested <button> → <span role="button"> in memories
- Fix unhandled Promise rejection in stats consolidation
- Add missing EVENT_TYPE_COLORS entries
- Add Three.js resource disposal and event listener cleanup
- Eliminate duplicate root page, redirect to /graph
- Update nav links and keyboard shortcuts to /graph

All 734+ tests passing, 22MB binary, zero build warnings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 15:50:47 -06:00
Sam Valladares
c2d28f3433 feat: Vestige v2.0.0 "Cognitive Leap" — 3D dashboard, HyDE search, WebSocket events
The biggest release in Vestige history. Complete visual and cognitive overhaul.

Dashboard:
- SvelteKit 2 + Three.js 3D neural visualization at localhost:3927/dashboard
- 7 interactive pages: Graph, Memories, Timeline, Feed, Explore, Intentions, Stats
- WebSocket event bus with 16 event types, real-time 3D animations
- Bloom post-processing, GPU instanced rendering, force-directed layout
- Dream visualization mode, FSRS retention curves, command palette (Cmd+K)
- Keyboard shortcuts, responsive mobile layout, PWA installable
- Single binary deployment via include_dir! (22MB)

Engine:
- HyDE query expansion (intent classification + 3-5 semantic variants + centroid)
- fastembed 5.11 with optional Nomic v2 MoE + Qwen3 reranker + Metal GPU
- Emotional memory module (#29)
- Criterion benchmark suite

Backend:
- Axum WebSocket at /ws with heartbeat + event broadcast
- 7 new REST endpoints for cognitive operations
- Event emission from MCP tools via shared broadcast channel
- CORS for SvelteKit dev mode

Distribution:
- GitHub issue templates (bug report, feature request)
- CHANGELOG with comprehensive v2.0 release notes
- README updated with dashboard docs, architecture diagram, comparison table

734 tests passing, zero warnings, 22MB release binary.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 03:07:25 -06:00