claude-code-session-manager 0.123.1 → 0.124.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/assets/{AgentLibrary-T14aM8ie.js → AgentLibrary-qmAgadiS.js} +1 -1
- package/dist/assets/{Button-Dz1kV8Z_.js → Button-CkuaU6cA.js} +1 -1
- package/dist/assets/{DataModel-DdYRn2Ec.js → DataModel-DEVHxW5I.js} +1 -1
- package/dist/assets/{History-zQPvqwE7.js → History-C-qw4Gx4.js} +1 -1
- package/dist/assets/{Hooks-BTrbT742.js → Hooks-DzAnCyjJ.js} +1 -1
- package/dist/assets/{Library-BwQ6GRHR.js → Library-DExZ29wM.js} +1 -1
- package/dist/assets/{ListDetail-CunxAhRC.js → ListDetail-DiQk-Hf9.js} +1 -1
- package/dist/assets/{McpServers-DpoyxXaO.js → McpServers-C0nqX36_.js} +1 -1
- package/dist/assets/{Memory-KDtGYMc3.js → Memory-D4KAWPAC.js} +1 -1
- package/dist/assets/{Panel-xXmUBo8l.js → Panel-xv9ToSjl.js} +1 -1
- package/dist/assets/{Permissions-lIzTUrW2.js → Permissions-0yEyqwZU.js} +1 -1
- package/dist/assets/{Plugins-BA1Zqk69.js → Plugins-CB28SGGJ.js} +2 -2
- package/dist/assets/{ProvenanceBadge-CmeJG2Kw.js → ProvenanceBadge-9i4gXDvI.js} +1 -1
- package/dist/assets/{SaveBar-BTJg_9Uc.js → SaveBar-mSVRXpml.js} +1 -1
- package/dist/assets/{Scheduler-CISTDNMU.js → Scheduler-BoUetIC0.js} +1 -1
- package/dist/assets/{ScopeSwitcher-C6NWvzoj.js → ScopeSwitcher-B8tdQIKs.js} +1 -1
- package/dist/assets/{Settings-BBoGJ34v.js → Settings-D3jfKwaK.js} +1 -1
- package/dist/assets/{SkillReferenceGraph-IJv60QAJ.js → SkillReferenceGraph-DJ4JJRt3.js} +1 -1
- package/dist/assets/{Skills-L6nGcNF1.js → Skills-P9HHxDCR.js} +1 -1
- package/dist/assets/{SystemPrompt-Cm7I2gJz.js → SystemPrompt-B_tnbBZ2.js} +1 -1
- package/dist/assets/{TagLibrary-BxPwoPE6.js → TagLibrary-CI8NHRKi.js} +1 -1
- package/dist/assets/{TiptapBody-CR-Zr3Pz.js → TiptapBody-9LktXPiD.js} +1 -1
- package/dist/assets/{Toggle-BFhlpZ-n.js → Toggle-BwsUsAA7.js} +1 -1
- package/dist/assets/{ViewTabs-CuGlZ9Ed.js → ViewTabs-CY5gMZ_N.js} +1 -1
- package/dist/assets/{historyTotals-Dxv9Fzrs.js → historyTotals-_dIaxmPX.js} +1 -1
- package/dist/assets/{index-Dx8owDeQ.js → index-d4i3X1x3.js} +419 -419
- package/dist/assets/{settingsSchema-DaqFSAQH.js → settingsSchema-Dg0Xa9RR.js} +1 -1
- package/dist/assets/{skillFrontmatter-BIJddxVB.js → skillFrontmatter-CpoFkSyj.js} +1 -1
- package/dist/assets/{useAgentsDirWatch-1hjZ4knk.js → useAgentsDirWatch-CFPprfWG.js} +1 -1
- package/dist/index.html +1 -1
- package/dist-web/assets/app.css +32 -0
- package/dist-web/assets/app.js +1479 -0
- package/dist-web/index.html +16 -0
- package/package.json +6 -4
- package/plugins/session-manager-dev/skills/builder/3-publish/SKILL.md +28 -10
- package/plugins/session-manager-dev/skills/develop/SKILL.md +5 -6
- package/src/main/build-info.json +4 -4
- package/src/main/chatRunner.cjs +68 -9
- package/src/main/config.cjs +23 -29
- package/src/main/docEdit.cjs +2 -5
- package/src/main/files.cjs +16 -4
- package/src/main/index.cjs +26 -4
- package/src/main/ipcSchemas.cjs +6 -2
- package/src/main/lib/epic/activeIndexMerge.cjs +3 -5
- package/src/main/lib/epic/epicReopen.cjs +161 -0
- package/src/main/lib/epic/epicSpawnPlan.cjs +9 -1
- package/src/main/lib/epic/epicTranscriptRestore.cjs +109 -0
- package/src/main/lib/epic/epicValidationHook.cjs +1 -1
- package/src/main/lib/epic/epicWorktreeMint.cjs +50 -3
- package/src/main/lib/feedback-remote/crossProjectFeedback.cjs +2 -1
- package/src/main/lib/feedback-remote/remoteAssets.cjs +98 -0
- package/src/main/lib/feedback-remote/remoteIpcDispatch.cjs +216 -0
- package/src/main/lib/insideHome.cjs +102 -23
- package/src/main/lib/persona-macro/shippedPersonaSeeds.cjs +27 -0
- package/src/main/lib/prd/prdWorktreeReach.cjs +9 -1
- package/src/main/lib/scheduler/rcaReport.cjs +1 -13
- package/src/main/lib/scheduler/reaperHelpers.cjs +82 -77
- package/src/main/lib/scheduler/reviewNotice.cjs +0 -2
- package/src/main/lib/scheduler/scheduleJobTransitions.cjs +1 -1
- package/src/main/lib/scheduler/schedulerBatch.cjs +1 -1
- package/src/main/lib/sendToRenderer.cjs +22 -2
- package/src/main/lib/smfileHeaders.cjs +17 -1
- package/src/main/pluginInstall.cjs +1 -1
- package/src/main/promptSessionEvents.cjs +2 -5
- package/src/main/pty.cjs +5 -4
- package/src/main/runVerify.cjs +6 -41
- package/src/main/scheduler/budget.cjs +4 -4
- package/src/main/scheduler/prdParser.cjs +2 -3
- package/src/main/scheduler/reviewLadder.cjs +0 -9
- package/src/main/scheduler.cjs +72 -25
- package/src/main/seedAgentPersonas.cjs +1 -1
- package/src/main/templates/PRD_AUTHORING.md +2 -2
- package/src/main/voiceHotkey.cjs +3 -2
- package/src/main/webRemote.cjs +161 -1
- package/src/preload/api.d.ts +8 -1
- package/src/preload/apiSurface.cjs +19 -0
- package/src/preload/apiSurface.json +1689 -0
- package/src/preload/index.cjs +2 -0
- package/src/seed/agents/architect.md +2 -2
- package/src/seed/agents/blender-artist.md +76 -0
package/src/preload/index.cjs
CHANGED
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@@ -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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});
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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:
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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
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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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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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## Ground rules
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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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## Craft standards (game-ready)
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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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## Verify like an artist, not only like a test
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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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## Report
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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.
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