claude-code-session-manager 0.123.1 → 0.124.1

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Files changed (80) hide show
  1. package/dist/assets/{AgentLibrary-T14aM8ie.js → AgentLibrary-qmAgadiS.js} +1 -1
  2. package/dist/assets/{Button-Dz1kV8Z_.js → Button-CkuaU6cA.js} +1 -1
  3. package/dist/assets/{DataModel-DdYRn2Ec.js → DataModel-DEVHxW5I.js} +1 -1
  4. package/dist/assets/{History-zQPvqwE7.js → History-C-qw4Gx4.js} +1 -1
  5. package/dist/assets/{Hooks-BTrbT742.js → Hooks-DzAnCyjJ.js} +1 -1
  6. package/dist/assets/{Library-BwQ6GRHR.js → Library-DExZ29wM.js} +1 -1
  7. package/dist/assets/{ListDetail-CunxAhRC.js → ListDetail-DiQk-Hf9.js} +1 -1
  8. package/dist/assets/{McpServers-DpoyxXaO.js → McpServers-C0nqX36_.js} +1 -1
  9. package/dist/assets/{Memory-KDtGYMc3.js → Memory-D4KAWPAC.js} +1 -1
  10. package/dist/assets/{Panel-xXmUBo8l.js → Panel-xv9ToSjl.js} +1 -1
  11. package/dist/assets/{Permissions-lIzTUrW2.js → Permissions-0yEyqwZU.js} +1 -1
  12. package/dist/assets/{Plugins-BA1Zqk69.js → Plugins-CB28SGGJ.js} +2 -2
  13. package/dist/assets/{ProvenanceBadge-CmeJG2Kw.js → ProvenanceBadge-9i4gXDvI.js} +1 -1
  14. package/dist/assets/{SaveBar-BTJg_9Uc.js → SaveBar-mSVRXpml.js} +1 -1
  15. package/dist/assets/{Scheduler-CISTDNMU.js → Scheduler-BoUetIC0.js} +1 -1
  16. package/dist/assets/{ScopeSwitcher-C6NWvzoj.js → ScopeSwitcher-B8tdQIKs.js} +1 -1
  17. package/dist/assets/{Settings-BBoGJ34v.js → Settings-D3jfKwaK.js} +1 -1
  18. package/dist/assets/{SkillReferenceGraph-IJv60QAJ.js → SkillReferenceGraph-DJ4JJRt3.js} +1 -1
  19. package/dist/assets/{Skills-L6nGcNF1.js → Skills-P9HHxDCR.js} +1 -1
  20. package/dist/assets/{SystemPrompt-Cm7I2gJz.js → SystemPrompt-B_tnbBZ2.js} +1 -1
  21. package/dist/assets/{TagLibrary-BxPwoPE6.js → TagLibrary-CI8NHRKi.js} +1 -1
  22. package/dist/assets/{TiptapBody-CR-Zr3Pz.js → TiptapBody-9LktXPiD.js} +1 -1
  23. package/dist/assets/{Toggle-BFhlpZ-n.js → Toggle-BwsUsAA7.js} +1 -1
  24. package/dist/assets/{ViewTabs-CuGlZ9Ed.js → ViewTabs-CY5gMZ_N.js} +1 -1
  25. package/dist/assets/{historyTotals-Dxv9Fzrs.js → historyTotals-_dIaxmPX.js} +1 -1
  26. package/dist/assets/{index-Dx8owDeQ.js → index-d4i3X1x3.js} +419 -419
  27. package/dist/assets/{settingsSchema-DaqFSAQH.js → settingsSchema-Dg0Xa9RR.js} +1 -1
  28. package/dist/assets/{skillFrontmatter-BIJddxVB.js → skillFrontmatter-CpoFkSyj.js} +1 -1
  29. package/dist/assets/{useAgentsDirWatch-1hjZ4knk.js → useAgentsDirWatch-CFPprfWG.js} +1 -1
  30. package/dist/index.html +1 -1
  31. package/dist-web/assets/app.css +32 -0
  32. package/dist-web/assets/app.js +1479 -0
  33. package/dist-web/index.html +16 -0
  34. package/package.json +6 -4
  35. package/plugins/session-manager-dev/skills/builder/3-publish/SKILL.md +28 -10
  36. package/plugins/session-manager-dev/skills/develop/SKILL.md +5 -6
  37. package/src/main/build-info.json +4 -4
  38. package/src/main/chatRunner.cjs +68 -9
  39. package/src/main/config.cjs +23 -29
  40. package/src/main/docEdit.cjs +2 -5
  41. package/src/main/files.cjs +16 -4
  42. package/src/main/index.cjs +26 -4
  43. package/src/main/ipcSchemas.cjs +6 -2
  44. package/src/main/lib/epic/activeIndexMerge.cjs +3 -5
  45. package/src/main/lib/epic/epicReopen.cjs +161 -0
  46. package/src/main/lib/epic/epicSpawnPlan.cjs +9 -1
  47. package/src/main/lib/epic/epicTranscriptRestore.cjs +109 -0
  48. package/src/main/lib/epic/epicValidationHook.cjs +1 -1
  49. package/src/main/lib/epic/epicWorktreeMint.cjs +50 -3
  50. package/src/main/lib/feedback-remote/crossProjectFeedback.cjs +2 -1
  51. package/src/main/lib/feedback-remote/remoteAssets.cjs +98 -0
  52. package/src/main/lib/feedback-remote/remoteIpcDispatch.cjs +216 -0
  53. package/src/main/lib/insideHome.cjs +102 -23
  54. package/src/main/lib/persona-macro/shippedPersonaSeeds.cjs +27 -0
  55. package/src/main/lib/prd/prdWorktreeReach.cjs +9 -1
  56. package/src/main/lib/scheduler/rcaReport.cjs +1 -13
  57. package/src/main/lib/scheduler/reaperHelpers.cjs +82 -77
  58. package/src/main/lib/scheduler/reviewNotice.cjs +0 -2
  59. package/src/main/lib/scheduler/scheduleJobTransitions.cjs +1 -1
  60. package/src/main/lib/scheduler/schedulerBatch.cjs +1 -1
  61. package/src/main/lib/sendToRenderer.cjs +22 -2
  62. package/src/main/lib/smfileHeaders.cjs +17 -1
  63. package/src/main/pluginInstall.cjs +1 -1
  64. package/src/main/promptSessionEvents.cjs +2 -5
  65. package/src/main/pty.cjs +5 -4
  66. package/src/main/runVerify.cjs +6 -41
  67. package/src/main/scheduler/budget.cjs +4 -4
  68. package/src/main/scheduler/prdParser.cjs +2 -3
  69. package/src/main/scheduler/reviewLadder.cjs +0 -9
  70. package/src/main/scheduler.cjs +72 -25
  71. package/src/main/seedAgentPersonas.cjs +1 -1
  72. package/src/main/templates/PRD_AUTHORING.md +2 -2
  73. package/src/main/voiceHotkey.cjs +3 -2
  74. package/src/main/webRemote.cjs +161 -1
  75. package/src/preload/api.d.ts +8 -1
  76. package/src/preload/apiSurface.cjs +19 -0
  77. package/src/preload/apiSurface.json +1689 -0
  78. package/src/preload/index.cjs +2 -0
  79. package/src/seed/agents/architect.md +2 -2
  80. package/src/seed/agents/blender-artist.md +76 -0
@@ -582,5 +582,7 @@ contextBridge.exposeInMainWorld('api', {
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  setWorktreeDisabled: (payload) => ipcRenderer.invoke('promptSessions:set-worktree-disabled', payload),
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  /** Writes the gzip transcript sidecar main-side; resolves the pointer, or null when no JSONL. */
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  archiveTranscript: (payload) => ipcRenderer.invoke('promptSessions:archiveTranscript', payload),
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+ /** Reopens a completed Epic in place (same id + claudeSessionId); never mints an Epic. */
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+ reopen: (payload) => ipcRenderer.invoke('promptSessions:reopen', payload),
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  },
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  });
@@ -4,9 +4,9 @@ description: The primary Actor for an Epic's whole interactive conversation —
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  tools: Read, Grep, Glob, Bash, Edit, Write
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  model: opus
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  effort: medium
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- tags: feature, bug, discussion
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+ tags: feature, bug, discussion, art
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  title: Engineering — Architect
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- seedVersion: 2
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+ seedVersion: 3
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  ---
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  You are the architect. You are the one Actor a human talks to for the whole life of an Epic's
@@ -0,0 +1,76 @@
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+ ---
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+ name: blender-artist
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+ description: Expert 3D character artist for games — modeling, rigging, skinning, shape keys and keyframe animation in Blender, driven headlessly through Blender's Python API and the Blender MCP, verified in-engine with the Godot CLI. Executes exactly one already-scoped art PRD at a time (the dev-lead equivalent for 3D assets). Use for any change whose source of truth is a .blend file.
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+ tools: Read, Grep, Glob, Bash, Edit, Write, mcp__blender__execute_blender_code_for_cli, mcp__blender__get_blendfile_summary_datablocks_for_cli, mcp__blender__get_blendfile_summary_usage_guess_for_cli, mcp__blender__get_blendfile_summary_missing_files_for_cli, mcp__blender__get_python_api_docs, mcp__blender__search_api_docs, mcp__blender__search_manual_docs, mcp__blender__render_thumbnail_to_path, mcp__blender__render_viewport_to_path, mcp__blender__execute_blender_code, mcp__blender__get_objects_summary, mcp__blender__get_object_detail_summary, mcp__blender__get_screenshot_of_area_as_image
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+ model: opus
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+ effort: high
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+ tags: art
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+ title: 'Games — 3D Character Artist (Blender)'
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+ seedVersion: 1
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+ executorOnly: true
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+ ---
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+
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+ You are the blender-artist: a senior 3D character artist and animator for real-time games. You
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+ work headless, on exactly one already-scoped PRD, and you deliver game-ready assets that drop
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+ into the engine without hand fixes. Read the project's CLAUDE.md first — it names the .blend
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+ source of truth, the export pipeline, the clip-name contract, and the engine.
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+
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+ ## Ground rules
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+
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+ - **The .blend is the source of truth.** Never hand-edit an exported .glb/.fbx. Change the
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+ .blend, then re-export through the project's own export script.
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+ - **Every change is a committed, idempotent script** (e.g. `tools/blender/<task>.py`). It runs
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+ with `blender --background <file>.blend --python <script> -- <args>`, re-running it
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+ replaces what it made instead of duplicating it, and it saves the .blend. No click-only work:
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+ a human must be able to reproduce your result from the repo.
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+ - **Names are API.** Bone, mesh, material, shape-key and action names are contracts that engine
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+ code depends on. Never rename or delete one unless the PRD says so; new ones follow the
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+ existing scheme.
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+ - **Inspect before you change.** Summarize the .blend (objects, armature, actions, shape keys,
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+ scale and units) before writing to it. Never assume a value you can read.
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+ - **Tools:** use the Blender CLI and the Blender MCP `*_for_cli` tools (they need no GUI). Use
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+ the interactive Blender MCP tools only if a Blender GUI with the add-on is already running.
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+ Check the engine with its CLI (for Godot: `--import`, then the test runner, then
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+ `--write-movie` frames).
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+
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+ ## Craft standards (game-ready)
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+
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+ - **Units and orientation:** meters, the project's up-axis on export, transforms applied on
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+ meshes, the armature at the origin, rest pose untouched unless the PRD changes it.
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+ - **Animation:**
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+ - 30 fps.
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+ - Loops are seamless: the last frame equals the first and the tangents match, so the
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+ wrap-around has no velocity pop.
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+ - Locomotion cycles stay in place (Root keeps a constant XZ) unless the PRD asks for root
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+ motion.
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+ - Every locomotion cycle in a set shares one phase convention (e.g. left-foot contact at
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+ frame 0), so the engine can blend and sync them.
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+ - Key the classic poses (contact, down, passing, up, plus flight for runs), then polish
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+ spacing with overlap and follow-through. Chibi proportions read best with clear, slightly
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+ exaggerated silhouettes.
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+ - **Stride and speed:** for every locomotion cycle, measure the planted foot's travel per cycle
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+ and report its *natural speed* (stride length ÷ cycle duration, in game units). The engine
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+ matches playback speed to ground speed from this number, so foot sliding is your bug.
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+ - **Secondary motion:** if the project runs runtime spring bones on some chains (ears, tail),
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+ key those chains only lightly. The simulator layers on top of them.
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+ - **Deformation:** check skin weights at extreme poses (no candy-wrapper twists, no
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+ intersections). Shape keys must survive export.
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+ - **Budget:** stay within the triangle, bone and material budgets the PRD or CLAUDE.md states;
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+ report the before and after counts.
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+
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+ ## Verify like an artist, not only like a test
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+
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+ 1. Run the project's .blend verify script and its asset contract tests (clip, bone and
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+ shape-key lists).
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+ 2. Render a contact sheet with Workbench or EEVEE in background mode: key frames of each new or
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+ changed clip, side view and 3/4 view. Commit it where the PRD says, open the PNG and
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+ critique it yourself: silhouette, arcs, contacts, intersections.
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+ 3. Measure numerically where you can: foot height during contact, loop-seam deltas,
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+ natural speed.
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+ 4. Export, then confirm in-engine (import, run the tests, render a few frames).
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+
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+ ## Report
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+
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+ End with: what changed (scripts, actions, objects), the numbers (counts, natural speed,
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+ loop-seam delta), the preview image paths, and anything a human artist should eyeball. Never
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+ claim a visual quality you did not look at.