dev-manager Cockpit

Overview

Dev-manager Version

v0.1.2 commit 9e0dd3092405

Started: 2026-05-26 06:07:01 UTC

Built: 2026-05-26T06:06:50Z

Runtime Health

api.github: healthy
GitHub API is reachable
Authenticated as sayedahmedb-beep
api.jules: healthy
Jules API is reachable
Reachable via account work_1
api.jules.repo (Stbmap/chatter): healthy
Jules source found for repo
api.jules.repo (Stbmap/dev-manager): healthy
Jules source found for repo
api.jules.repo (Stbmap/stbmap): healthy
Jules source found for repo
provider.codex: healthy
Codex CLI is available
Path: /usr/local/bin/codex, Version: codex-cli 0.133.0
provider.gemini: degraded
Gemini CLI was found but version check failed
Path: /home/stbmap/.local/bin/gemini-work-b, Version check failed: exit status 127
workspace.local (Stbmap/chatter): healthy
Local workspace is healthy
workspace.local (Stbmap/dev-manager): healthy
Local workspace is healthy
workspace.local (Stbmap/stbmap): degraded
Local workspace has uncommitted changes
M backend_go/internal/postgres/store.go M backend_go/internal/realtime/workspace_dispatcher.go M backend_go/internal/realtime/workspace_dispatcher_test.go M backend_go/internal/sync/service.go M backend_go/internal/sync/service_test.go M backend_go/internal/sync/store_memory_test.go M docs/CORE_FOUNDATION_BACKLOG.md M docs/FEATURE_DELIVERY_PLAN.md M lib/src/app_shell/application/app_bootstrap.dart M lib/src/object_kernel/application/hosted_object_realtime_sync_service.dart M lib/src/object_kernel/application/hosted_object_store_sync_service.dart M lib/src/platform_core/application/app_release_info.dart M pubspec.yaml M test/hosted_object_realtime_sync_service_test.dart M test/hosted_object_store_sync_service_test.dart ?? skills/liquid-glass-style-skill.md

Automation Mode

active Automatic scheduler, orchestrator, forwarder, and sanity auto-heal actions are allowed.

Enhancement Round

idle Kick off a Jules enhancement round once the tracked repo is ready.

Request: not requested yet

Summary: Request an enhancement round for Stbmap/dev-manager when you want the scheduler to look for follow-up improvements.

Open issues / PRs / active enhancer sessions: 0 / 0 / 0

Welcome to the dev-manager orchestration cockpit. It auto-refreshes, remembers your place, and keeps the state visible without manual reloads.

Listens to the manager event stream while that tab is open, without reloading the whole page.

The background Jules sync, scheduler, watcher, forwarder, and orchestrator loops are started in cmd/dev-manager/main.go and read their cadence from DB-backed runtime settings.

GitHub intake watches the tracked repository and imports open issues and pull requests into the queue before the scheduler starts sessions.

Clarification threads are exposed through the JSON API so Codex can read Jules questions and answer them directly without using the UI.

Active Sessions

2

Accounts

1

Agent Roles

11

Ready Items

52

Issues

76

PRs

0

Inbox

34

Suggestions

0

GitHub Sync

Repo: Stbmap/dev-manager

Status: ok: scanned 2 repo(s), 421 items total (Stbmap/chatter=68, Stbmap/dev-manager=353)

Jules Sync

Status: ok: synced 349 Jules session(s) (0 imported, 29 updated)

Webhook Intake

Status: ok: issues delivery 299073c0-58df-11f1-9735-e08cf19590d0 recorded without dispatch because repo automation is paused

Sanity Check

Status: ok: no sanity issues detected

Drift Detector

Status: error: drift detected: blocking: issue Stbmap/dev-manager/350 is closed on GitHub but local state is ready

Self-Improvement

Status: ok: no recurring self-improvement signals

Memory Retention

Status: ok: no expired memory entries (retention=180d)

Attention Window

Candidates: 3

Quietest / Noisiest: 7m (16910249414998234439) / 12m (2634771685149403785)

Goal Plans

Total: 119

Split / Blocked / Launchable: 0 / 0 / 22

Split Plans

Total: 1

Proposed / Approved / Applied: 0 / 0 / 0

Role Tasks

Total: 158

Active / Blocked / Failed / Completed: 0 / 0 / 0 / 93

Admission Decisions

Total: 354

Blocked / Allowed / Failed: 77 / 136 / 0

Main-first drift: 1

Operator Explanation

escalating Why the manager is waiting, launching, escalating, or refusing work.

  • 2 clarification session(s) are operator-owned
  • 1 session(s) are still reconciling

Next: resolve the operator-owned items before opening fresh work

Recent Sanity Actions

This is the manager's self-check trail. Auto-heal only repairs safe queue drift and uses long thresholds before it pauses or requeues expired work.

No sanity events yet.

Local Sessions

Sessions tracked by dev-manager in the local database. These are the normalized manager-owned rows the scheduler, watcher, and orchestrator actively manage end to end.

Pause keeps a session visible and held by the manager. Kill attempts to delete the remote Jules session, then stops local management and requeues the linked GitHub item when possible.

Selected Session

Click any session row to open its details here. The selection is remembered across auto-refreshes.

Trace / ID / Item State Details Actions
Stbmap/stbmap

16910249414998234439
paused
Performance Issues and Potential Memory Leak in Learning Workspace
Created: 8h 29m ago Last Active: 7m ago Rescue: nudge Next Rescue: just now
Stbmap/stbmap

2634771685149403785
running
plan and design then implement Icon Composer enhancements to offer interface, functionality and quality that produces various design style including Liquid glass. see attached and https://developer.apple.com/icon-composer/ use stitch to help you out but i don't think it is familiar with the Liquid glass design concept yet so share the image and the following skill --- name: liquid-glass-style version: 1.0.0 description: Platform-neutral skill for designing and implementing a Liquid Glass visual language: translucent, refractive, luminous, layered, tactile interface surfaces with strong legibility and restrained use. --- # Liquid Glass Style Skill ## Purpose Use this skill when a user asks for a UI, icon, component, dashboard, landing page, app mockup, design system, theme, prompt, or implementation that should feel like **Liquid Glass**. Liquid Glass is a **look and feel**, not a single framework feature. It combines translucent material, soft refraction, luminous highlights, depth, adaptive blur, rounded geometry, and calm motion. The result should feel polished, modern, fluid, premium, and tactile without becoming noisy, illegible, or decorative for its own sake. The agent should treat this as a **cross-platform visual system**. Do not assume any specific operating system, programming language, vendor SDK, or native UI framework unless the user explicitly asks for one. ## Core intent Liquid Glass should feel like: - a floating material layer above content - softly transparent but still readable - dimensional without heavy skeuomorphism - luminous at the edges - refractive, not merely blurred - calm, smooth, and slightly fluid - minimal, spacious, and premium - adaptive to light, dark, colorful, and photographic backgrounds It should not feel like: - a generic flat glassmorphism card pasted on top of a background - a heavy acrylic blur with no depth - a frosted rectangle with text that is hard to read - glossy plastic from early-2000s UI - overloaded neon cyberpunk glass - translucent everything everywhere - a platform clone or brand imitation ## Non-goals Do not make this skill vendor-specific. Avoid leading with: - specific operating system names - proprietary design terms - proprietary API names - platform-only code samples - framework-specific component names - brand-specific implementation instructions You may provide platform-specific notes only if the user asks for them. Otherwise, keep the skill conceptual, token-based, and implementation-agnostic. ## When to apply Liquid Glass Use this style for: - floating panels - navigation surfaces - toolbar clusters - bottom bars - compact controls - hero cards - modals and sheets - notification toasts - media controls - dashboards - status widgets - icon systems - onboarding screens - ambient background interfaces - premium product UI - futuristic but calm visual concepts Use sparingly for: - dense tables - long-form reading surfaces - forms with many fields - enterprise admin screens - accessibility-critical flows - legal, medical, or financial content - areas with tiny text - backgrounds with high visual noise Avoid for: - primary body text surfaces - content that must be scanned quickly - data-heavy charts where translucency reduces precision - every element on the page - nested glass on glass - low-contrast text over busy imagery ## Design principles ### 1. Glass is a surface, not a decoration Liquid Glass should have a functional role. It should hold controls, group actions, create hierarchy, or separate content. Do not add it merely because it looks cool. A good glass surface answers: - What does this group contain? - Why is it floating? - What content does it reveal beneath? - How does it improve focus or hierarchy? ### 2. Content remains the hero The background, imagery, map, media, canvas, or document should remain important. Glass should frame and mediate the content, not dominate it. Use glass to create a soft interaction layer. Use solid surfaces when the interface itself is the content. ### 3. Readability beats transparency Transparent material is only successful when text, icons, and controls remain clear. If readability suffers, increase one or more of: - blur strength - tint opacity - darkening or lightening overlay - local contrast scrim - surface opacity - text weight - text size - shadow separation - background dimming Reduce one or more of: - background saturation - transparency - excessive highlights - internal reflections - animated distortion ### 4. Edges create the glass illusion The most convincing glass surfaces usually come from edge treatment, not from the center fill. Prioritize: - thin bright edge highlights - subtle inner shadow - directional specular lines - soft rim lighting - shape-aware gradients - edge glow only where light would catch Do not rely only on `backdrop blur` or opacity. ### 5. The material should adapt Liquid Glass is not one fixed color. It should respond to: - light mode - dark mode - bright backgrounds - dark backgrounds - colorful backgrounds - reduced transparency preferences - high contrast preferences - interaction state - depth/elevation - content density ### 6. Motion should feel viscous, not bouncy The motion language should feel smooth, fluid, and slightly elastic, but not cartoonish. Use: - gentle morphing - soft settling - subtle parallax - highlight shifts - slow refraction movement - press compression - hover lift Avoid: - wobbling jelly - excessive bounce - continuous distracting animation - dramatic distortion - motion that changes layout unpredictably ### 7. Use fewer, better glass objects A single well-tuned glass surface is more premium than twenty translucent panels. Prefer: - one floating toolbar - one elevated card - one clear icon lens - one focused modal Avoid: - glass backgrounds behind every button - glass nested inside glass nested inside glass - transparent surfaces competing at multiple depths - high blur on every layer ## Visual anatomy of a Liquid Glass surface A convincing surface is usually built from multiple subtle layers. ### Layer 1: Backdrop interaction The material should sample or visually respond to what sits behind it. Typical treatment: - background blur - mild saturation adjustment - mild brightness adjustment - optional local contrast compression - optional color wash from the environment Goal: make the surface feel like it belongs in the scene. ### Layer 2: Translucent body The central body provides the mass of the material. Typical treatment: - semi-transparent fill - soft white, dark, or tinted overlay - very low-noise grain to avoid flatness - gradient wash from one side to another Goal: make the surface readable without becoming opaque. ### Layer 3: Refraction cue A true liquid-glass feel needs a hint that light bends through the material. Typical treatment: - subtle offset highlight - directional glow - soft lens-like gradient - curved highlight band - background displacement where possible - brightening near corners and edges Goal: imply thickness and optical bending. ### Layer 4: Specular edge This is the crispest part of the material. Typical treatment: - 1px or hairline highlight stroke - stronger highlight on top-left or light-facing edges - lower-opacity edge on shadow-facing edges - occasional bright glint on corners Goal: show the object has polished edges. ### Layer 5: Inner shadow and thickness Glass should feel like it has depth, not like a flat overlay. Typical treatment: - inner shadow on lower or far edge - faint inner rim - small inset gradient - darker edge where material bends away from light Goal: make the surface feel physically thick. ### Layer 6: Cast shadow The object should separate from the background. Typical treatment: - broad soft shadow - low-opacity dark shadow - slight colored ambient shadow when background is saturated - stronger shadow for floating panels - smaller shadow for controls Goal: establish elevation without heaviness. ### Layer 7: Content layer Text, icons, and controls sit above the glass. Typical treatment: - solid text color, not translucent text - strong contrast - crisp icons - slight text shadow only when needed - careful spacing from edges - no tiny low-contrast glyphs Goal: keep the interface usable. ## Material modes Use these modes to pick the right treatment. ### Frosted glass Best for panels, cards, sheets, and readable surfaces. Characteristics: - medium blur - medium body opacity - moderate tint - subtle highlights - reliable text contrast Use for: - modals - sidebars - tool panels - settings panels - notification cards - readable overlays Avoid making it too transparent when text is present. ### Clear glass Best for small controls, icon lenses, decorative capsules, and media overlays. Characteristics: - stronger edge highlights - lower body opacity - more visible background - stronger specular effect - minimal text Use for: - icon tiles - small buttons - floating controls - media scrubbers - decorative badges - compact status chips Avoid for paragraphs, labels, or dense content. ### Tinted glass Best when the interface needs brand color, state, or accent. Characteristics: - colored translucent fill - colored glow or shadow - hue inherited from surrounding content or theme - highlights remain mostly neutral or white Use for: - active states - selected tabs - call-to-action surfaces - status pills - feature cards Avoid over-saturated fills. Tinted glass should still feel luminous and translucent. ### Dark glass Best on bright, colorful, or photographic backgrounds. Characteristics: - charcoal or deep neutral body - blur behind surface - white or light text - subtle cool highlights - stronger shadow separation Use for: - media controls - image overlays - video UI - maps - dashboards on bright backgrounds Avoid pure black unless the design intentionally wants high drama. ### Light glass Best on dark or saturated backgrounds. Characteristics: - milky white body - soft blue, violet, or neutral tint - high blur - dark text when opacity is high enough - white highlights and subtle gray shadows Use for: - cards over gradients - search bars - floating panels - light-themed dashboards Avoid washed-out white-on-white combinations. ### Solid fallback Best for accessibility, print, screenshots, low-power devices, or unsupported renderers. Characteristics: - opaque or near-opaque surface - same rounded geometry - retained shadow and border hierarchy - no dependence on backdrop blur Use whenever transparency or blur is unavailable or harms readability. ## Recommended token system Use design tokens so the effect can be tuned consistently across platforms. ### Core tokens ```text liquid.radius.xs 8px liquid.radius.sm 12px liquid.radius.md 18px liquid.radius.lg 28px liquid.radius.xl 40px liquid.radius.pill 999px liquid.blur.subtle 8px liquid.blur.medium 18px liquid.blur.strong 32px liquid.blur.extreme 48px liquid.opacity.clear 0.12-0.24 liquid.opacity.frosted 0.28-0.56 liquid.opacity.readable 0.58-0.82 liquid.opacity.solid 0.90-1.00 liquid.edge.hairline 1px liquid.edge.soft 1.5px liquid.edge.bold 2px liquid.shadow.low soft, short, low opacity liquid.shadow.medium broad, medium opacity liquid.shadow.high broad, layered, elevated liquid.noise.none 0 liquid.noise.subtle 0.015-0.035 liquid.noise.visible 0.04-0.07 ``` ### Light-mode material tokens ```text liquid.light.body rgba(255,255,255,0.38) liquid.light.bodyStrong rgba(255,255,255,0.64) liquid.light.edgeTop rgba(255,255,255,0.82) liquid.light.edgeBottom rgba(255,255,255,0.22) liquid.light.innerShadow rgba(30,40,70,0.16) liquid.light.castShadow rgba(20,30,60,0.18) liquid.light.textPrimary rgba(15,20,30,0.96) liquid.light.textSecondary rgba(15,20,30,0.68) ``` ### Dark-mode material tokens ```text liquid.dark.body rgba(20,24,32,0.42) liquid.dark.bodyStrong rgba(20,24,32,0.68) liquid.dark.edgeTop rgba(255,255,255,0.32) liquid.dark.edgeBottom rgba(255,255,255,0.10) liquid.dark.innerShadow rgba(0,0,0,0.30) liquid.dark.castShadow rgba(0,0,0,0.42) liquid.dark.textPrimary rgba(255,255,255,0.96) liquid.dark.textSecondary rgba(255,255,255,0.70) ``` ### Accent material tokens ```text liquid.accent.blue rgba(70,145,255,0.32) liquid.accent.cyan rgba(70,220,255,0.28) liquid.accent.violet rgba(150,105,255,0.28) liquid.accent.green rgba(80,220,150,0.24) liquid.accent.warm rgba(255,180,90,0.24) ``` Keep accent tints transparent enough to feel optical, not painted. ## Surface recipes ### Floating glass card Use for a hero metric, feature module, compact information cluster, or overlay card. Recommended recipe: ```text shape: rounded rectangle radius: 24-36px body opacity: 0.38-0.62 backdrop blur: 18-36px edge highlight: top and upper corners inner shadow: lower edge cast shadow: broad and soft padding: generous text: fully opaque ``` Design notes: - Let the background show through, but not enough to compete with the text. - Use a subtle top-left highlight and bottom-right shade. - Keep content simple: title, one key value, one action, or one small group. ### Compact glass button Use for floating controls and primary interface actions. Recommended recipe: ```text shape: pill or rounded rectangle radius: pill / 14-22px body opacity: 0.24-0.48 backdrop blur: 12-24px edge highlight: clear hairline pressed state: reduce brightness, compress scale slightly hover state: increase edge highlight, slight lift ``` Design notes: - Use simple icons or short labels. - Make active state visible through tint, not only opacity. - Keep button text/icon solid and high-contrast. ### Glass toolbar Use for grouped actions floating over content. Recommended recipe: ```text shape: capsule or rounded bar radius: 24-999px body opacity: 0.32-0.58 backdrop blur: 20-40px internal dividers: very subtle selected item: tinted glass capsule inside bar shadow: medium, wide ``` Design notes: - Treat the toolbar as one glass container with small controls inside. - Avoid giving every child its own heavy glass treatment. - Use spacing and selected-state tint for hierarchy. ### Bottom navigation glass Use for mobile-style navigation or compact app shells. Recommended recipe: ```text shape: floating rounded bar position: above edge with safe padding body opacity: 0.44-0.70 backdrop blur: 24-44px active item: luminous capsule or dot icons: solid, high contrast labels: optional, avoid tiny low-contrast labels ``` Design notes: - Separate it from the screen edge so it feels like a floating object. - Increase opacity over busy content. - Keep inactive icons calm. ### Side panel glass Use for navigation, filters, file trees, and tool palettes. Recommended recipe: ```text shape: large rounded panel or edge-attached slab radius: 20-32px when floating, 0-24px when edge-attached body opacity: 0.56-0.82 backdrop blur: 24-48px edge highlight: visible but subtle shadow: low if edge-attached, medium if floating ``` Design notes: - Side panels often contain many labels, so use stronger opacity. - Use translucent section backgrounds only sparingly inside the panel. - Favor readable hierarchy over maximum transparency. ### Modal or sheet glass Use for focused tasks and overlays. Recommended recipe: ```text shape: rounded sheet/card body opacity: 0.66-0.88 backdrop blur: 28-52px page backdrop: dim or blur slightly edge highlight: subtle shadow: high, soft ``` Design notes: - The modal should be among the most readable glass surfaces. - Dim or soften the page behind it. - Avoid clear glass for forms or long text. ### Search field glass Use for search, command palettes, quick filters, and input pills. Recommended recipe: ```text shape: pill or rounded rectangle body opacity: 0.48-0.78 backdrop blur: 18-32px inner highlight: top edge inner shadow: bottom edge placeholder: medium contrast input text: solid high contrast ``` Design notes: - Inputs require stronger readability than decorative controls. - Cursor and selection states must remain visible. - Add subtle focus ring or glow when active. ### Notification toast glass Use for transient messages. Recommended recipe: ```text shape: rounded capsule/card body opacity: 0.56-0.82 backdrop blur: 20-36px icon area: optional tinted lens shadow: medium motion: slide/fade/settle, not bounce-heavy ``` Design notes: - Toasts must be readable quickly. - Keep text short. - Avoid strong refraction behind multiple text lines. ### Icon tile or app icon glass Use for icons, badges, launcher tiles, and visual identity objects. Recommended recipe: ```text shape: rounded square, squircle, circle, or custom glyph vessel body: layered translucent gradients edge: bright rim with inner shadow center: soft lens highlight foreground glyph: bold and simplified background: blurred color fields or soft abstract forms ``` Design notes: - Icons need fewer details and stronger silhouettes. - Use bolder foreground shapes than you would on flat icons. - Use several soft color blobs rather than complex illustrations. - The glass effect should enhance recognition, not obscure it. ### Glass badge or chip Use for status labels, filters, tags, and compact metadata. Recommended recipe: ```text shape: pill body opacity: 0.36-0.66 blur: 10-22px edge highlight: light text: short, solid, medium weight state color: subtle tint ``` Design notes: - Keep labels short. - Do not use clear glass for tiny text on busy backgrounds. - Use icon + text only when space allows. ### Media control glass Use over images, videos, music artwork, and immersive content. Recommended recipe: ```text shape: floating capsules and panels body: dark glass or adaptive glass blur: 20-44px shadow: medium-high icons: white or high-contrast progress track: translucent rail with solid active fill ``` Design notes: - Media backgrounds are usually busy; use darkened glass or strong scrims. - Keep controls large enough to read and tap. - Avoid overly complex reflections over already-complex imagery. ## Color guidance ### Preferred palettes Liquid Glass works best with restrained luminous palettes. Good base palettes: - ice blue - soft cyan - pale violet - neutral white - graphite - smoky navy - pearl gray - misty lavender - cool aqua - muted teal Good accent palettes: - electric blue used sparingly - cyan glow - violet edge light - mint status tint - warm peach highlight - soft magenta for active states Avoid: - too many saturated colors at once - muddy semi-transparent browns - flat gray overlays with no light direction - neon everywhere - pure white text on light clear glass - black text on very transparent bright backgrounds ### Backgrounds Liquid Glass needs a background to interact with. Best backgrounds: - soft gradients - blurred abstract shapes - large color fields - photography with controlled contrast - maps with local scrims - animated but slow ambient color - dark canvas with luminous accents Hard backgrounds: - dense text - high-frequency patterns - checkerboards - thin line art - noisy photos - charts with many labels - tables When background is hard, increase surface opacity and reduce transparency. ## Shape language Use shapes that feel soft, smooth, and tactile. Preferred shapes: - rounded rectangles - capsules - squircles - large radius cards - circular icon lenses - soft segmented controls - pill-shaped bars Guidelines: - Larger surfaces need larger radii. - Small controls can use pill geometry. - Nested shapes should have related radii. - Avoid sharp 90-degree corners unless intentionally contrasting. - Avoid overly organic blobs for standard UI; reserve them for art or decorative backgrounds. Radius relationship: ```text outer radius = inner radius + padding distance ``` This keeps nested glass elements optically consistent. ## Depth and elevation Liquid Glass depends on a clear depth model. ### Suggested elevation levels ```text Level 0: content background Level 1: subtle surface / inline chip Level 2: floating card / toolbar Level 3: modal / active panel Level 4: transient overlay / menu / tooltip ``` ### Elevation changes As elevation increases: - shadow gets broader - blur can increase - edge highlight becomes more visible - body opacity may increase for readability - motion can include more lift - background dimming may increase Do not create more than four or five visual elevations in one screen. ## Lighting model Choose a consistent light direction. Default recommendation: ```text main light: top-left or top-center secondary glow: soft ambient from background shadow direction: downward and slightly right ``` Rules: - Top edges are usually brighter. - Lower edges are usually darker or more shadowed. - Corners catch small glints. - Active elements can emit a subtle colored glow. - Do not put highlights on every edge equally unless the object is meant to feel like a lens. ## Refraction and distortion Refraction should be suggested, not overdone. Use: - subtle lens gradients - slight displacement on decorative surfaces - background shift near edges - bright arcs or curved highlights - soft bloom at corners Avoid: - heavy warping behind text - distorted paragraphs - warped tables - large moving distortion near controls - visual effects that make the UI feel unstable Safe rule: ```text Use visible refraction around the edge, not under important text. ``` ## Typography guidance Text on glass needs discipline. Use: - medium or semibold weights for labels - clear hierarchy - slightly larger text than flat UI where needed - high contrast text colors - short labels on transparent controls - generous line height Avoid: - thin text on clear glass - low-opacity text over blur - long paragraphs on transparent cards - multiple muted text levels on a busy background - tiny labels inside heavily refractive objects For readable panels: ```text primary text opacity: 0.90-1.00 secondary text opacity: 0.62-0.78 tertiary text opacity: avoid unless background is controlled ``` ## Iconography guidance Icons should be crisp and simple. Use: - solid or slightly heavier strokes - simple silhouettes - clear fill/stroke contrast - no excessive internal detail - subtle active glow or tint Avoid: - hairline icons on transparent material - multi-color icon clutter inside small glass controls - icons whose edges disappear into highlights - complex illustrations behind glass without simplification ## Layout guidance Liquid Glass needs space. Use: - generous padding - clear grouping - fewer objects per row - stronger spacing between depth layers - floating surfaces offset from screen edges - consistent alignment Avoid: - crowded glass cards - dense data grids inside transparent panels - tiny controls with too many effects - overlapping glass surfaces unless carefully composed Recommended padding: ```text small chip: 8-12px horizontal button: 12-18px horizontal toolbar: 8-14px internal gap card: 20-32px panel: 24-40px modal: 28-48px ``` ## Interaction states Each interactive glass object should have clear states. ### Default - calm body opacity - visible edge highlight - readable content - subtle shadow ### Hover or focus - slightly brighter edge - slight lift - small increase in saturation or tint - visible focus ring when keyboard-focused ### Pressed - slight scale compression - reduced shadow - darker body or stronger inner shadow - highlight shifts inward ### Active or selected - tinted fill - stronger glow - higher contrast icon/text - optional inner capsule for segmented controls ### Disabled - reduced saturation - lower contrast, but still legible - no strong highlight - no interactive glow ### Loading - avoid aggressive shimmer - use slow highlight sweep or gentle pulsing - keep motion subtle and optional ## Motion language Liquid Glass motion should feel like a smooth material responding to touch. Recommended durations: ```text micro hover: 120-180ms press response: 80-140ms release settle: 180-260ms panel enter: 240-420ms modal enter: 280-480ms large morph: 360-650ms ambient highlight: 6-16s ``` Recommended easing: ```text enter: ease-out with soft deceleration exit: ease-in or ease-in-out press: quick ease-out morph: spring-like but restrained ambient: linear or very gentle ease-in-out ``` Motion ideas: - highlight follows pointer slightly - surface lifts on hover - active capsule morphs between items - modal grows from source object - glass panel blurs in as it appears - background dims and softens behind focus layers - icon lens catches a moving glint Avoid: - constant busy shimmer - strong parallax during reading - gelatinous wobble - motion that delays task completion - animations that ignore reduced-motion settings ## Accessibility requirements ### Contrast Glass must not reduce legibility. Checklist: - Text has sufficient contrast against the final rendered surface. - Icons remain visible over all expected backgrounds. - Focus indicators are clear. - Disabled states are distinguishable without becoming unreadable. - Important controls are not communicated by transparency alone. ### Reduced transparency Provide a reduced-transparency mode. In reduced transparency: - replace backdrop blur with solid or near-solid fill - keep rounded geometry - keep hierarchy through border, shadow, and spacing - reduce refraction effects - maintain the same layout ### Increased contrast Provide a high-contrast mode. In high contrast: - increase body opacity - strengthen text/icon color - simplify internal gradients - reduce decorative highlights - make borders more visible - avoid low-contrast secondary labels ### Reduced motion Provide a reduced-motion mode. In reduced motion: - remove parallax - remove continuous shimmer - replace morphing with simple fade/scale - keep press feedback minimal - avoid moving blur fields ### Touch targets and pointer targets Do not shrink controls just because the material looks delicate. Guidelines: - Keep interactive areas generous. - Use visible affordances. - Separate neighboring glass controls enough to avoid mistakes. - Make hit areas larger than the visual glyph when needed. ## Performance guidance Blur, transparency, and shadows can be expensive. Optimize by: - limiting the number of backdrop-blurred surfaces - avoiding large full-screen live blur when not needed - reusing material tokens - using static blurred backgrounds when possible - reducing blur behind fast-scrolling content - simplifying shadows on low-power devices - reducing nested filters - avoiding animated blur radius changes on many elements - using opacity and transform animations instead of layout animations Performance fallback: ```text High capability: live blur + refraction + layered highlights Medium capability: blur + simple border + shadow Low capability: translucent fill + border + shadow Minimal capability: solid fill + border + shadow ``` ## Background adaptation algorithm When placing glass over unknown content, evaluate the local background. ### Step 1: Estimate background brightness If background is very light: - use darker text - increase body opacity - add subtle shadow or dark scrim - avoid white-only edge treatment If background is very dark: - use light text - add white edge highlights - allow lower body opacity - use glow carefully ### Step 2: Estimate background complexity If background is busy: - increase blur - increase body opacity - reduce refraction - simplify highlights - add local dimming behind the surface If background is calm: - allow clearer material - use more visible refraction - reduce body opacity ### Step 3: Estimate background saturation If background is highly saturated: - use neutral body tint - reduce accent color intensity - avoid competing colored glows If background is neutral: - introduce subtle accent tint - use background-derived hue sparingly ### Step 4: Validate content Render the actual text and icons, then adjust. Never approve the material based only on an empty card mockup. ## Layering rules ### Do - put glass above content, not behind everything - use one primary glass layer per region - use solid content inside glass when needed - group controls into a shared glass container - create hierarchy with elevation and opacity ### Do not - stack multiple translucent panes directly on top of each other - place glass panels over glass panels without solid separation - use transparency as the only selected-state indicator - put tiny text over clear material - mix many unrelated blur strengths in one view ## Implementation-neutral material model Define a Liquid Glass material as a structured object rather than one visual property. ```text Material LiquidGlass { shape radius backdropBlur bodyFill bodyOpacity saturationAdjustment brightnessAdjustment edgeHighlight innerShadow refractionCue castShadow noise contentContrast motionProfile fallback } ``` Each UI component should choose a material variant rather than hand-authoring random blur and opacity values. ## Example material variants ### `glass.clear.control` ```text radius: pill or 16-24px backdropBlur: 16-24px bodyOpacity: 0.16-0.32 edgeHighlight: strong innerShadow: medium castShadow: low-medium content: icon or short label only fallback: frosted control ``` ### `glass.frosted.card` ```text radius: 24-36px backdropBlur: 20-36px bodyOpacity: 0.42-0.68 edgeHighlight: medium innerShadow: subtle castShadow: medium content: readable labels and simple groups fallback: opaque card ``` ### `glass.readable.panel` ```text radius: 24-32px backdropBlur: 28-48px bodyOpacity: 0.64-0.86 edgeHighlight: subtle innerShadow: subtle castShadow: medium-high content: navigation, forms, settings, mixed text fallback: solid panel ``` ### `glass.accent.selected` ```text radius: pill or component-matched backdropBlur: 12-28px bodyOpacity: 0.32-0.58 accentTint: 0.18-0.36 edgeHighlight: medium-high glow: low, color-matched content: selected icon/text fallback: solid accent fill ``` ### `glass.dark.media` ```text radius: 18-32px backdropBlur: 24-44px bodyOpacity: 0.46-0.72 dark neutral edgeHighlight: cool white low opacity innerShadow: dark medium castShadow: high content: light icons/text fallback: opaque dark surface ``` ## Optional CSS-like reference implementation This is not a required platform. It is a neutral way to describe the visual stack for environments that support CSS-like rendering. ```css .liquid-glass { position: relative; border-radius: var(--liquid-radius, 28px); background: linear-gradient( 135deg, rgba(255,255,255,0.46), rgba(255,255,255,0.18) ); backdrop-filter: blur(var(--liquid-blur, 28px)) saturate(1.25); box-shadow: 0 24px 60px rgba(0,0,0,0.18), inset 0 1px 1px rgba(255,255,255,0.72), inset 0 -1px 2px rgba(0,0,0,0.12); border: 1px solid rgba(255,255,255,0.38); overflow: hidden; } .liquid-glass::before { content: ""; position: absolute; inset: 0; border-radius: inherit; pointer-events: none; background: radial-gradient( circle at 28% 12%, rgba(255,255,255,0.78), rgba(255,255,255,0.18) 28%, rgba(255,255,255,0) 54% ), linear-gradient( 135deg, rgba(255,255,255,0.28), rgba(255,255,255,0) 45% ); mix-blend-mode: screen; opacity: 0.72; } .liquid-glass::after { content: ""; position: absolute; inset: 1px; border-radius: calc(var(--liquid-radius, 28px) - 1px); pointer-events: none; box-shadow: inset 0 0 18px rgba(255,255,255,0.18), inset 0 -18px 28px rgba(20,30,60,0.08); } .liquid-glass > * { position: relative; z-index: 1; } ``` Important: tune the values for each context. This example is a starting point, not a universal recipe. ## Icon design recipe A Liquid Glass icon usually needs separate background, material, and foreground layers. ### Recommended icon layers ```text 1. base color field 2. blurred abstract color shapes 3. translucent glass tile or lens 4. inner glow and edge highlight 5. foreground glyph or symbol 6. small specular highlight 7. optional shadow or depth layer ``` ### Icon rules - Use a simple, memorable silhouette. - Keep the main glyph bold. - Avoid thin line details. - Make the icon recognizable at small sizes. - Use clear depth between background and foreground. - Make highlights support the shape, not cover it. - Test against light, dark, and monochrome contexts. ### Icon prompt pattern Use this prompt pattern for visual generation or design direction: ```text Create a premium liquid glass icon with a rounded square translucent lens, soft blue-cyan-violet gradients, luminous edge highlights, subtle inner shadow, gentle refraction, and a bold centered glyph. The icon should feel clear, modern, tactile, and dimensional. Keep the silhouette readable at small sizes. Avoid text, clutter, harsh neon, and excessive reflections. ``` ## Screen design recipe For a full UI screen: 1. Create a calm background with large soft color fields. 2. Place one or two main glass surfaces above the content. 3. Use solid readable text and icons. 4. Apply stronger glass only to controls and panels that need emphasis. 5. Add specular edge highlights to top-facing edges. 6. Use subtle shadows to separate depth layers. 7. Keep motion slow, smooth, and optional. 8. Test readability over the busiest background area. 9. Add reduced-transparency and high-contrast fallbacks. ## Design prompt patterns ### General UI prompt ```text Design a platform-neutral Liquid Glass interface. Use translucent frosted surfaces, soft refraction, luminous edge highlights, rounded geometry, layered depth, subtle shadows, and calm fluid motion. Keep text and icons crisp and high contrast. Use the effect sparingly on functional floating panels and controls. Avoid brand-specific UI, heavy skeuomorphism, neon clutter, and low-contrast text. ``` ### Dashboard prompt ```text Create a modern dashboard with a Liquid Glass visual language: soft gradient background, floating frosted cards, luminous rim highlights, clear hierarchy, readable data, subtle depth, and restrained accent color. Make the glass panels feel premium and tactile while keeping metrics, labels, and charts easy to read. ``` ### Landing page prompt ```text Create a premium landing page using a Liquid Glass aesthetic: atmospheric gradient background, floating translucent hero card, glossy but subtle highlights, soft shadows, rounded call-to-action controls, and clean typography. The result should feel elegant, calm, luminous, and futuristic without copying any specific platform. ``` ### Mobile app prompt ```text Design a mobile app screen with a Liquid Glass style: floating bottom navigation, frosted content cards, clear icon buttons, soft blur, refractive edges, and spacious layout. Prioritize usability, contrast, and restrained effects. Avoid translucent body text areas and avoid making every component glass. ``` ### Icon prompt ```text Design a Liquid Glass icon: rounded square transparent material, soft internal color gradients, bright rim lighting, subtle refraction, inner shadow, and a bold readable foreground symbol. Make it glossy, tactile, and modern, but not noisy or overly reflective. ``` ## Component decision table | Component | Recommended material | Notes | |---|---|---| | Primary card | Frosted glass | Use readable opacity and medium blur. | | Hero card | Frosted or tinted glass | Can be more expressive if text remains readable. | | Floating button | Clear or tinted glass | Keep icon/label solid. | | Navigation bar | Frosted glass | Active item can be tinted. | | Bottom nav | Frosted/dark glass | Float above edge; keep contrast high. | | Search field | Frosted readable glass | Stronger opacity for input clarity. | | Modal | Readable frosted glass | Use background dimming. | | Sheet | Readable frosted glass | Avoid transparent forms. | | Toast | Frosted/dark glass | Must be readable at a glance. | | Tooltip | Frosted or solid fallback | Small text needs contrast. | | Table | Usually solid | Use glass only for outer container if needed. | | Long article | Solid or near-solid | Avoid clear glass behind paragraphs. | | Icon tile | Clear/tinted glass | Emphasize edge, lens, and glyph. | | Badge/chip | Tinted glass | Keep labels short. | | Media controls | Dark glass | Works well over photos/videos. | ## Quality checklist Before final delivery, verify: - The effect is functional, not purely decorative. - Text is readable over expected backgrounds. - Important icons are crisp. - There is a clear light direction. - Edges have subtle highlight and thickness. - The material has body, not just blur. - Shadows establish believable elevation. - The background supports the glass effect. - There are not too many glass surfaces. - Nested glass is avoided or carefully separated. - Hover, focus, pressed, active, and disabled states are defined. - Accessibility fallbacks exist. - Reduced transparency mode still looks intentional. - Reduced motion mode is calm and usable. - Performance fallback exists for low-capability environments. - The design does not look like a platform clone. ## Common failure modes and fixes ### Failure: Text is hard to read Fix: - increase body opacity - increase blur - add local scrim - use darker or lighter text - simplify background - reduce refraction under text ### Failure: It looks like ordinary glassmorphism Fix: - add edge highlights - add inner shadow - add directional light - add subtle lens/refraction cue - improve depth and elevation - use more intentional shape and motion ### Failure: It looks too glossy or toy-like Fix: - reduce specular intensity - reduce saturation - soften highlights - use fewer glints - increase neutral body fill - reduce contrast of internal gradients ### Failure: It feels noisy Fix: - remove unnecessary glass surfaces - simplify background - reduce number of accent colors - reduce shadow layers - remove animated shimmer - use one primary focal surface ### Failure: It feels flat Fix: - add top highlight - add inner bottom shadow - add soft cast shadow - increase background blur slightly - add subtle gradient body fill - increase corner radius consistency ### Failure: It performs poorly Fix: - reduce number of live blur surfaces - lower blur radius - replace nested blur with static surfaces - remove animated filter changes - use solid fallback on low-power contexts ### Failure: It looks like a specific platform clone Fix: - change geometry slightly - use a custom color palette - avoid vendor-specific components - avoid copied icon shapes - design unique navigation patterns - focus on the general material language, not the source UI ## Delivery format for agents When asked to implement or design Liquid Glass, respond with: 1. A short interpretation of the desired vibe. 2. A material system with tokens. 3. Component-level recipes. 4. Accessibility and fallback notes. 5. Implementation guidance appropriate to the user's environment. 6. A review checklist. Avoid over-explaining brand history. Keep the response focused on look, feel, usability, and implementation choices. ## Agent behavior rules The agent must: - keep guidance platform-neutral unless asked otherwise - describe the style as a visual language, not a brand feature - prioritize legibility over transparency - recommend restrained use - define fallbacks for accessibility and performance - include states for interactive components - avoid proprietary API-first answers - avoid copying any single platform's exact layouts - make the effect adaptable to the user's product identity The agent should ask for more detail only when necessary. If the user provides a target environment, adapt the implementation to that environment. If no environment is provided, use tokens, pseudo-code, and design recipes. ## Minimal implementation summary For any Liquid Glass element, create this stack: ```text 1. rounded shape 2. blurred/adaptive backdrop 3. translucent body fill 4. soft gradient tint 5. bright top/edge rim 6. subtle inner shadow 7. soft cast shadow 8. solid readable content 9. reduced-transparency fallback ``` This is the essence of the style. ## Final review rubric Rate the result from 1 to 5 in each category: ```text Readability: Is the content easy to read? Material quality: Does it feel like layered glass, not just blur? Depth: Are elevation and shadows believable? Restraint: Is glass used only where it helps? Adaptability: Does it work on multiple backgrounds? Accessibility: Are fallbacks and contrast handled? Performance: Is the effect practical to render? Originality: Does it avoid cloning a specific platform? ``` A good Liquid Glass implementation scores at least 4 in readability, accessibility, and restraint. Visual beauty does not compensate for poor usability. reference: https://developer.apple.com/icon-composer/
Created: 3h 35m ago Last Active: 12m ago

Jules Sessions

Remote sessions pulled from the Jules API for any configured Jules accounts. This is the raw upstream mirror. The manager-owned queue lives in Local Sessions and uses normalized internal states for automation.

Remote Jules Sessions

Idle

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Questions / Blockers

First-class attention queue for Jules sessions that need a response, recovery nudge, or operator decision. This view listens to the manager event stream and refreshes only when something changes.

Attention Queue

Idle

Loading sessions that need attention...

Operator Inbox

Single place for human decisions. This queue collects escalations, provider failures, blocked messages, and other items the manager cannot safely finish on its own.

Attention Queue

Idle

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Jules Suggestions

Paste a Jules web suggestion here when the upstream surface does not expose a clean API. Suggestions are tracked advisory work first, then they can be promoted to a GitHub issue, turned into a directive inbox item, or ignored as noise.

Suggestion Relay

Idle

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Manager Memory

Durable memory rows capture incidents, prompt changes, self-improvement notes, split plans, and other lessons the manager should remember across sessions. Rows now carry an expiry and a retention sweep prunes stale memory so prompts stay current.

Memory Browser

Idle
Filter values persist in the browser and the results refresh automatically when this tab is open.

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Goal Plans

Goal plans turn broad work into ordered, reusable slices. Each row records the target, dependency graph, and the split/blocked/launchable disposition the manager derived before a worker starts.

Goal Plan Overview

Total: 119 Split required: 0 Blocked: 0 Launchable: 22
Time Target Goal Disposition Graph
1d 1h ago Stbmap/chatter
goal-plan:Stbmap/chatter#15
Implement an isolated LLMService streaming abstraction with typed request fields, deterministic mock streaming, Codex CLI and Gemini CLI adapters, context cancellation/timeout support, provider selection, safe logging behavior, and classified provider errors.
Plan: [P2] Implement provider-neutral LLM streaming interface for local Codex and Gemini CLIs
Do not split under the current fat policy: issue #15 is a cohesive provider-abstraction slice, and the interface, mock provider, CLI adapters, cancellation, and error taxonomy need to land together so orchestrator integration has one stable contract.
launchable
deps=0
history=0
children=0
ordered=1
1d 2h ago Stbmap/dev-manager
goal-plan:Stbmap/dev-manager#330
Update monitor-agent issue filing/dedupe so only matching open issues are reused by default; matching closed issues either create a new linked issue or follow an explicit reopen/comment policy, and the action ledger/report clearly records deduped_open, reopened_closed, commented_closed, created_new, or skipped_no_action_needed.
Plan: Monitor-agent issue dedupe should ignore closed issues
Do not split this issue. It is a narrow monitor-agent bookkeeping fix, and dedupe matching, closed-issue handling, action-result wording, ledger state, and tests should stay together so the semantics remain consistent.
launchable
deps=0
history=0
children=0
ordered=1
1d 2h ago Stbmap/chatter
goal-plan:Stbmap/chatter#66
Make PR #66 mergeable by validating the real /ws implementation, gorilla/websocket integration, origin/auth strategy, room.join membership checks, room.leave cleanup, room-scoped broadcasts, heartbeat handling, and broadcaster interface for orchestrator use.
Plan: feat: add authenticated websocket gateway with room-scoped subscriptions
Do not split PR fast-lane closeout work. The remaining task is a focused review/repair pass on one WebSocket PR to verify auth, room-scoped subscriptions, broadcaster semantics, heartbeat, cleanup, and tests before merge.
launchable
deps=0
history=1
children=0
ordered=2
1d 3h ago Stbmap/dev-manager
goal-plan:Stbmap/dev-manager#342
Review PR #342 for merge readiness against #318: it must prevent launches for repos with missing Jules clone/write access, classify immediate 403 clone/write failures as repo access/configuration problems, record durable audit evidence, surface a clear operator repair action, avoid blocking unrelated repos, and only clear the repo block after a real repaired capability signal or explicit safe check.
Plan: Fixes #318: Add preflight check for Jules source access
Do not split this PR. It is already the closeout artifact for issue #318, and PR fast-lane work should be reviewed or repaired directly rather than converted into child issues. The originating session is complete, so local closeout should decide approved, needs_changes, blocked, close, terminal, or fallback_jules.
launchable
deps=0
history=1
children=0
ordered=2
1d 3h ago Stbmap/dev-manager
goal-plan:Stbmap/dev-manager#329
Tighten start admission and queue hygiene so dev-manager does not repeatedly launch or queue fresh work that collides with active, paused, blocked, recently completed, or otherwise owned sessions for Stbmap/dev-manager, while preserving legitimate PR closeout and same-session continuation behavior.
Plan: Reduce duplicate starts for Stbmap/dev-manager
Do not split this issue. It is a focused manager-side duplicate-start hardening task for one repository signature, and admission, queue hygiene, recent-session awareness, and split-boundary behavior need to be evaluated together to avoid moving the collision elsewhere.
launchable
deps=0
history=0
children=0
ordered=1

Split Plans

Split plans are the operator-approved workflow that turns a broad item into linked child GitHub issues. Approve a proposal, apply it to create the child issues, or request a regeneration if the slice set needs another pass.

Split Plan Overview

Total: 1 Proposed: 0 Approved: 0 Applied: 0 Completed: 0 Rejected: 1
Time Target State Parent Children Summary Actions
3d 23h ago Stbmap/dev-manager
Stbmap/dev-manager#244
issue_split:Stbmap/dev-manager#244
rejected split_rejected
  • Add a supervised manager-soak eval profile
    proposed risk=medium labels=1
  • Add durable long-run evidence summaries
    proposed risk=medium labels=1
  • Add long-run autonomy stop conditions
    proposed risk=medium-high labels=2
Prove from merged main that the manager can survive a supervised multi-cycle workload window, capture incident-grade evidence, and stop deterministically when drift, duplicate work, stale leases, repeated recoveries, or manual intervention appear.
The issue is too broad for one fresh worker because it mixes three separable concerns while repo guidance still says keep the manager supervised, not unattended: a long-running driver, durable soak evidence, and deterministic stop conditions.
Rejected: 3d 23h ago

Agent Handoffs

Durable handoff rows record role transitions such as planner to implementer, implementer to reviewer, and orchestrator escalations. This is the visible multi-agent ownership trail.

Handoff Browser

Idle
This shows the role transition trail that the manager uses for multi-agent ownership and escalation.

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Role Tasks

Durable role-owned tasks are derived from handoffs and tracked separately from raw GitHub items. They keep planner, implementer, reviewer, repairer, and reconciler work visible across retries and scheduler restarts.

Total: 158 Active: 0 Blocked: 0 Failed: 0 Completed: 93
Ready: 0 Pending: 0 Abandoned: 0 Superseded: 1 Retired: 64 Stale: 0

By status:

  • completed=93
  • retired=64
  • superseded=1

By role/state:

  • implementer->completed=31
  • implementer->retired=15
  • implementer->superseded=1
  • reconciler->completed=26
  • reconciler->retired=9
  • repairer->completed=10
  • repairer->retired=20
  • reviewer->completed=25
  • reviewer->retired=20
  • splitter->completed=1
Task Role / Status Target Chain Updated
agent-task:stbmap/chatter:github_item:Stbmap/chatter#55:reconciler
handoff:pr_merge:reviewer->reconciler:8607365852593698811:Stbmap/chatter#55
reconciler completed merged
target pull request is merged on GitHub
Stbmap/chatter
github_item Stbmap/chatter#55
chain: handoff:pr_merge:reviewer->reconciler:8607365852593698811:Stbmap/chatter#55
origin: handoff:pr_merge:reviewer->reconciler:8607365852593698811:Stbmap/chatter#55
session: 8607365852593698811
1d 11h ago
agent-task:stbmap/chatter:github_item:Stbmap/chatter#52:reconciler
handoff:pr_merge:reviewer->reconciler:12822045986200905102:Stbmap/chatter#52
reconciler completed merged
target pull request is merged on GitHub
Stbmap/chatter
github_item Stbmap/chatter#52
chain: handoff:pr_merge:reviewer->reconciler:12822045986200905102:Stbmap/chatter#52
origin: handoff:pr_merge:reviewer->reconciler:12822045986200905102:Stbmap/chatter#52
session: 12822045986200905102
1d 11h ago
agent-task:stbmap/chatter:github_item:Stbmap/chatter#49:reconciler
handoff:pr_merge:reviewer->reconciler:7015900643684069678:Stbmap/chatter#49
reconciler completed merged
target pull request is merged on GitHub
Stbmap/chatter
github_item Stbmap/chatter#49
chain: handoff:pr_merge:reviewer->reconciler:7015900643684069678:Stbmap/chatter#49
origin: handoff:pr_merge:reviewer->reconciler:7015900643684069678:Stbmap/chatter#49
session: 7015900643684069678
1d 12h ago
agent-task:stbmap/dev-manager:github_item:Stbmap/dev-manager#334:reconciler
handoff:pr_merge:reviewer->reconciler:10284033072223344382:Stbmap/dev-manager#334
reconciler completed merged
target pull request is merged on GitHub
Stbmap/dev-manager
github_item Stbmap/dev-manager#334
chain: handoff:pr_merge:reviewer->reconciler:10284033072223344382:Stbmap/dev-manager#334
origin: handoff:pr_merge:reviewer->reconciler:10284033072223344382:Stbmap/dev-manager#334
session: 10284033072223344382
1d 20h ago
agent-task:stbmap/dev-manager:github_item:Stbmap/dev-manager#321:reconciler
handoff:pr_merge:reviewer->reconciler:9281761208974336446:Stbmap/dev-manager#321
reconciler completed Stbmap/dev-manager
github_item Stbmap/dev-manager#321
chain: handoff:pr_merge:reviewer->reconciler:9281761208974336446:Stbmap/dev-manager#321
origin: handoff:pr_merge:reviewer->reconciler:9281761208974336446:Stbmap/dev-manager#321
session: 9281761208974336446
2d 10h ago

GitHub Issues

Imported work items from the tracked repository. These feed the scheduler.

Closed items are hidden by default. 610 closed item(s) are hidden. Use ?show_closed=1 to reveal them.

Repo / Issue Title State Updated Link
Stbmap/dev-manager
Issue #244
Add a long-running soak harness for unattended autonomy ready 2m ago Open
Stbmap/dev-manager
Issue #243
Phase 5: Production Hardening and Unattended Autonomy ready 2m ago Open
Stbmap/dev-manager
Issue #259
Local agent should help when Jules clearly can't resolve issues, reviews etc. ready 2m ago Open
Stbmap/dev-manager
Issue #332
Reduce repeated operator interventions on Stbmap/dev-manager#331 ready 2m ago Open
Stbmap/dev-manager
Issue #346
Add movement watchdog playbooks for stalled sessions, PR pileups, and silent repos ready 2m ago Open
Stbmap/dev-manager
Issue #345
Detect and contain unmanaged external Jules/GitHub automation ready 2m ago Open
Stbmap/dev-manager
Issue #329
Reduce duplicate starts for Stbmap/dev-manager deferred 2m ago Open
Stbmap/dev-manager
Issue #260
feature: dev-manager scheduled tasks ready 2m ago Open
Stbmap/dev-manager
Issue #262
feature: max dev cycle configuration knob ready 2m ago Open
Stbmap/dev-manager
Issue #291
feature: autonomy readiness scorecard and 100% vision dashboard ready 2m ago Open
Stbmap/dev-manager
Issue #294
feature: autonomy certification gate and unattended-mode promotion deferred 2m ago Open
Stbmap/dev-manager
Issue #343
Report repo-concurrency backpressure as queued, not blocked ready 2m ago Open
Stbmap/dev-manager
Issue #344
Add repo-scoped operator conversation console for Jules, dev-manager, supervisors, and operator interventions ready 2m ago Open
Stbmap/chatter
Issue #14
[P2] Define and validate WebSocket event schemas ready 2m ago Open
Stbmap/chatter
Issue #16
[P2] Implement prompt builder with system prompts, history windowing, and pruning deferred 2m ago Open
Stbmap/chatter
Issue #17
[P2] Implement routing policy engine for all_respond, round_robin, mention_only, and MC synthesis deferred 2m ago Open
Stbmap/chatter
Issue #18
[P2] Build central multi-agent orchestrator with streamed turns and durable run state deferred 2m ago Open
Stbmap/chatter
Issue #19
[P2] Implement run cancellation, failed-turn retry, and recovery semantics deferred 2m ago Open
Stbmap/chatter
Issue #20
[P3] Build premium auth screens and authenticated app shell deferred 2m ago Open
Stbmap/chatter
Issue #21
[P3] Create Liquid Glass design system primitives for the web UI deferred 2m ago Open
Stbmap/chatter
Issue #22
[P3] Build main chat layout: sidebar, room header, timeline, composer, and agent strip slots deferred 2m ago Open
Stbmap/chatter
Issue #23
[P3] Implement guided new-room creation with recommended agent teams deferred 2m ago Open
Stbmap/chatter
Issue #24
[P3] Build wow-effect Agent Team Strip with live execution states deferred 2m ago Open
Stbmap/chatter
Issue #25
[P3] Connect frontend to WebSocket streaming and deterministic message state deferred 2m ago Open
Stbmap/chatter
Issue #26
[P3] Implement composer, @mention autocomplete, and agent picker deferred 2m ago Open
Stbmap/chatter
Issue #27
[P3] Render markdown, code blocks, tables, links, copy actions, and safe rich responses deferred 2m ago Open
Stbmap/chatter
Issue #28
[P3] Build first-run onboarding, premium empty states, and starter prompts deferred 2m ago Open
Stbmap/chatter
Issue #29
[P3] Add conversation controls: cancel, retry, copy, collapse, jump-to-latest, and scroll pause deferred 2m ago Open
Stbmap/chatter
Issue #30
[P4] Apply API, WebSocket, markdown, prompt, and secret security hardening deferred 2m ago Open
Stbmap/chatter
Issue #31
[P4] Add structured logging, run traces, metrics, health, and readiness endpoints deferred 2m ago Open
Stbmap/chatter
Issue #32
[P4] Build automated test suite for auth, API, realtime, orchestration, and UI smoke flows deferred 2m ago Open
Stbmap/chatter
Issue #33
[P4] Add CI/CD checks and production deployment packaging deferred 2m ago Open
Stbmap/chatter
Issue #35
[Future] Add room summaries and approved memory foundation hitl 2m ago Open
Stbmap/chatter
Issue #36
[Future] Add tools, retrieval, attachments, and citations architecture plan hitl 2m ago Open
Stbmap/chatter
Issue #34
[P4] Performance and accessibility pass for premium fast UI deferred 2m ago Open
Stbmap/chatter
Issue #15
[P2] Implement provider-neutral LLM streaming interface for local Codex and Gemini CLIs ready 2m ago Open
Stbmap/stbmap
Issue #213
Shared shell flickers and reloads route content on layout-only changes ready 1d 22h ago Open
Stbmap/stbmap
Issue #252
Guard against the 'parallelize loading the world' performance anti-pattern ready 1d 22h ago Open
Stbmap/stbmap
Issue #250
Workspace page dispose and subscription lifecycle audit ready 1d 22h ago Open
Stbmap/stbmap
Issue #249
Hosted resize and flicker proof harness with screenshots or video diff ready 1d 22h ago Open
Stbmap/stbmap
Issue #248
Preserve selected record, scroll position, and form draft during background refresh ready 1d 22h ago Open
Stbmap/stbmap
Issue #247
Collection surfaces need explicit insert/delete/archive invalidation policy ready 1d 22h ago Open
Stbmap/stbmap
Issue #246
Derive refresh interest from model, field, designation, and runtime contracts ready 1d 22h ago Open
Stbmap/stbmap
Issue #245
Leaf widgets should be able to register object interest upward through the shared tree ready 1d 22h ago Open
Stbmap/stbmap
Issue #244
Changed-field-aware refresh filtering for object-driven surfaces ready 1d 22h ago Open
Stbmap/stbmap
Issue #243
Object lifecycle events should expose mutation metadata needed for precise refresh interest ready 1d 22h ago Open
Stbmap/stbmap
Issue #242
Add CPU utilization profiler scenario for learning workspace object-event refresh storms ready 1d 22h ago Open
Stbmap/stbmap
Issue #241
Add browser memory telemetry smoke for Learning Delivery and Learning Catalog ready 1d 22h ago Open
Stbmap/stbmap
Issue #240
Hosted proof helpers need failure taxonomy for app failure vs harness mismatch ready 1d 22h ago Open
Stbmap/stbmap
Issue #239
Workspace-selection Playwright helper fails when already inside the target workspace ready 1d 22h ago Open
Stbmap/stbmap
Issue #238
Define a shared mutation continuity contract for receipts, selection, and follow-up actions ready 1d 22h ago Open
Stbmap/stbmap
Issue #237
Suppress self-originating object refreshes after explicit mutation reloads ready 1d 22h ago Open
Stbmap/stbmap
Issue #236
Learning workspace derived dependencies must register refresh interest ready 1d 22h ago Open
Stbmap/stbmap
Issue #235
Query planner fallback full scans should emit support diagnostics above cardinality budget ready 1d 22h ago Open
Stbmap/stbmap
Issue #234
Harden objectId and inSet query planning as a shared object-kernel capability ready 1d 22h ago Open
Stbmap/stbmap
Issue #233
Audit and eliminate unsafe ObjectListQuery limit:null callsites ready 1d 22h ago Open
Stbmap/stbmap
Issue #232
Display projection cache should avoid remapping unchanged snapshots on every list query ready 1d 22h ago Open
Stbmap/stbmap
Issue #231
ObjectRegistryStore needs memory retention budgets and tenant/workspace lifecycle pruning ready 1d 22h ago Open
Stbmap/stbmap
Issue #230
Audit page-local FutureBuilder and controller patterns that reload on constraints changes ready 1d 22h ago Open
Stbmap/stbmap
Issue #229
Split workspace drag should throttle layout setState storms ready 1d 22h ago Open
Stbmap/stbmap
Issue #228
Side-nav width changes must not recreate navigation context or reload active routes ready 1d 22h ago Open
Stbmap/stbmap
Issue #227
Shared shell should keep stale content visible while background refresh revalidates ready 1d 22h ago Open
Stbmap/stbmap
Issue #226
Retain split-pane route children across width-only rebuilds ready 1d 22h ago Open
Stbmap/stbmap
Issue #225
Auto-refresh lifecycle test harness for tenant/model/object/debounce behavior ready 1d 22h ago Open
Stbmap/stbmap
Issue #224
Auto-refresh coordinator should coalesce relevant events and avoid overlapping reloads ready 1d 22h ago Open
Stbmap/stbmap
Issue #223
Learning Analytics workspace should use shared projections instead of eager model joins ready 1d 22h ago Open
Stbmap/stbmap
Issue #222
Learning Path workspace needs bounded graph loading and refresh-interest filtering ready 1d 22h ago Open
Stbmap/stbmap
Issue #221
Learning Catalog workspace should stop duplicating shared object list/projection handling ready 1d 22h ago Open
Stbmap/stbmap
Issue #220
Learning Delivery staged graph loader should be rebuilt from authority roots ready 1d 22h ago Open
Stbmap/stbmap
Issue #219
Workspace load diagnostics for query strategy, candidate count, and projection time ready 1d 22h ago Open
Stbmap/stbmap
Issue #218
ObjectListQueryService needs unbounded-query diagnostics and budget enforcement ready 1d 22h ago Open
Stbmap/stbmap
Issue #217
Playwright view-only surface helpers must not drive mutation flows ready 1d 22h ago Open
Stbmap/stbmap
Issue #216
Generated app mutation receipt can disappear after create/update refresh race ready 1d 22h ago Open
Stbmap/stbmap
Issue #215
Shared object interest manifest for refresh filtering ready 1d 22h ago Open
Stbmap/stbmap
Issue #214
Learning workspace initial-load query budget and heavy fixture proof ready 1d 22h ago Open
Stbmap/stbmap
Issue #211
F-953 Shared Realtime Surface Density and Memory Budget deferred 1d 22h ago Open

GitHub PRs

Imported pull requests from the tracked repository.

Closed items are hidden by default. 610 closed item(s) are hidden. Use ?show_closed=1 to reveal them.

No imported pull requests found.

Environment Configuration

Global Secrets

Manager-level secrets loaded at runtime.

Repositories

Map each GitHub repository to a local checkout so intake can watch it and Codex can answer from the correct codebase. This is the seam that makes multi-repo orchestration work.

Repo Check: warn: repo onboarding check passed with 2 warning(s) Health: ok: workspace exists Health checked: just now Intake: ok: scanned 68 item(s) Intake checked: 2m ago Paused[launch]: Jules clone/write access missing: grant Jules GitHub integration write access to Stbmap/chatter Policy: reuse=Prefer continuing a receptive sam...
Updated: just now
Repo Check: warn: repo onboarding check passed with 1 warning(s) Health: ok: workspace exists Health checked: just now Intake: ok: scanned 353 item(s) Intake checked: 2m ago Paused[launch]: Jules clone/write access missing: grant Jules GitHub integration write access to Stbmap/dev-manager Policy: reuse=Prefer continuing a receptive sam...
Updated: just now
Repo Check: ok: repo onboarding check passed Health: ok: workspace exists Health checked: just now Intake: ok: scanned 265 item(s) Intake checked: 1d 22h ago Paused: Operator paused Stbmap/stbmap while working locally; dev-manager must not launch, review, merge, close, or otherwise manage this repo until the pause is cleared. Policy: reuse=Prefer continuing a receptive sam... route-responder=codex
Updated: just now

Add Repository Mapping

Repository Policy Versions

Every repository policy save records a durable snapshot. Use restore to roll a repo back to a known-good policy version.

Repo Version Status Summary Description Updated Actions
Stbmap/chatter #1 active - Enable Stbmap/chatter after bootstrap and successful repo preflight with explicit OAuth-scope waiver. 2d 14h ago
Stbmap/dev-manager #1 active - seeded from repo_configs 6d 1h ago
Stbmap/stbmap #2 active reuse=Prefer continuing a receptive sam... route-responder=codex - 1d 2h ago
Stbmap/stbmap #1 inactive - seeded from repo_configs 1d 2h ago

Runtime Settings

These DB-backed settings control the automatic loops and decision thresholds without code changes or restarts. Use Go duration strings like 30s, 5m, or 2h. The issue split policy lives here too, so you can keep Jules on fat issues unless you explicitly flip it to split.

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Budgets

Budget thresholds live in runtime settings for global defaults and in each repository mapping for overrides. They control how much Jules and provider burn the manager will tolerate before it slows fresh launches.

Global: pass Burn: jules=8/unbounded codex=26/unbounded gemini=44/unbounded
Scope Policy Jules Codex Gemini Status Blocking
global global defaults 8/unbounded 26/unbounded 44/unbounded pass -
Stbmap/chatter inherited 1/unbounded 1/unbounded 0/unbounded pass -
Stbmap/dev-manager inherited 1/unbounded 0/unbounded 0/unbounded pass -
Stbmap/stbmap inherited 3/unbounded 0/unbounded 44/unbounded pass -

Accounts

Name Limits (Concurrent/Daily) Active
work_1
ID: 490a1869-f32f-4189-83cc-85b4334e8fcd
Conc: 10
Daily: 85
Used: 8 Remaining: 77
Active Jules API Key: OK Last Used: never

Add New Account

Agent Roles

Roles describe the worker lanes the manager knows about. Updating a role now creates a new prompt version instead of overwriting the previous one.

Add New Role

Prompt Versions

Prompt versions are the durable source of truth for worker instructions and recovery playbooks. Use scope_type=role and scope_key=implementer/reviewer/orchestrator/responder/admission/completion_review for defaults, scope_type=repo plus a repo full name for repo overrides, or scope_type=playbook to manage named recovery playbooks.

Create Prompt Version

Known Versions

Scope Prompt Version Status Description Content Updated Actions
playbook: global awaiting_clarification #1 active Clarification waiting path
{
  "key": "awaiting_clarification",
  "summary": "Answer or escalate a worker question with the smallest safe step.",
  "audience": "responder",
  "trigger_states": ["awaiting_clarification"],
  "allowed_actions": ["answer", "escalate"],
  "message_template": "This session is waiting on clarification. Answer the question directly from the repository docs and current codebase. If the docs do not cover it, say exactly what is missing and the smallest next step. Question: {{.Reason}}.",
  "operator_note_template": "Clarification playbook selected for {{.SessionID}}.",
  "stop_conditions": ["question answered", "escalated to human review"],
  "evidence": ["clarification question present", "confidence available"]
}
7d 4h ago
playbook: global blocked_merge #1 active Merge blocker recovery
{
  "key": "blocked_merge",
  "summary": "Clear merge conflicts or report the exact blocker.",
  "audience": "reviewer",
  "trigger_states": ["blocked"],
  "allowed_actions": ["nudge", "escalate"],
  "message_template": "This session is blocked by merge or review state. Resolve the blocker directly now. If this is a merge conflict or behind-base PR, update from the base branch, resolve conflicts, rerun the relevant tests, and push an updated PR. If you still cannot proceed, report the exact blocker and the smallest next step.",
  "operator_note_template": "Merge-block playbook selected for {{.ItemLabel}} because {{.Reason}}.",
  "stop_conditions": ["blocker resolved", "human review required"],
  "evidence": ["merge conflict", "branch protection", "base branch drift", "changes requested"]
}
7d 4h ago
playbook: global duplicate_session #1 active Duplicate session recovery
{
  "key": "duplicate_session",
  "summary": "Prevent duplicate work from spawning more quota burn.",
  "audience": "operator",
  "trigger_states": ["running", "blocked", "failed"],
  "allowed_actions": ["escalate", "release"],
  "message_template": "This session appears to duplicate another worker or a recently completed attempt. Stop new changes, keep the current evidence intact, and wait for manager reconciliation before starting more work.",
  "operator_note_template": "Duplicate-session playbook selected for {{.ItemLabel}}.",
  "stop_conditions": ["duplicate ownership resolved"],
  "evidence": ["duplicate launch", "similar branch", "similar PR title", "same item already owned"]
}
7d 4h ago
playbook: global failed_session #1 active Failed session recovery
{
  "key": "failed_session",
  "summary": "Stop active work and surface the smallest clean recovery path.",
  "audience": "operator",
  "trigger_states": ["failed"],
  "allowed_actions": ["escalate", "release"],
  "message_template": "This session appears failed or unrecoverable. Stop active work, preserve the current evidence, and report the smallest clean recovery step for {{.ItemLabel}}.",
  "operator_note_template": "Failed-session recovery selected for {{.ItemLabel}}.",
  "stop_conditions": ["operator intervenes", "session is terminalized"],
  "evidence": ["failed state", "stale lease", "missing remote activity"]
}
7d 4h ago
playbook: global local_only_session #1 active Local-only session recovery
{
  "key": "local_only_session",
  "summary": "Handle rows that exist locally without a reachable remote worker.",
  "audience": "operator",
  "trigger_states": ["blocked", "failed"],
  "allowed_actions": ["reassign", "escalate", "release"],
  "message_template": "This session is local-only or missing its remote worker. Do not assume the work is progressing remotely. Reconcile ownership, then decide whether to reassign or release {{.ItemLabel}}.",
  "operator_note_template": "Local-only recovery selected for {{.ItemLabel}}.",
  "stop_conditions": ["remote owner restored", "item requeued", "item released"],
  "evidence": ["no remote account", "missing Jules session", "stale lease with no activity"]
}
7d 4h ago
playbook: global operator_paused_work #1 active Operator paused work recovery
{
  "key": "operator_paused_work",
  "summary": "Respect operator pauses and wait for an explicit resume.",
  "audience": "implementer",
  "trigger_states": ["paused"],
  "allowed_actions": ["noop", "escalate"],
  "message_template": "This session is paused by operator policy. Do not start new work or self-reassign. Wait for an explicit resume or a fresh operator instruction.",
  "operator_note_template": "Operator-paused work selected for {{.ItemLabel}}.",
  "stop_conditions": ["operator resumes", "operator changes the pause reason"],
  "evidence": ["operator pause reason", "manager pause reason", "sanity pause"]
}
7d 4h ago
playbook: global quiet_running_session #1 active Quiet running worker
{
  "key": "quiet_running_session",
  "summary": "Nudge a running worker that has gone quiet but is still expected to continue.",
  "audience": "implementer",
  "trigger_states": ["running", "starting"],
  "allowed_actions": ["nudge"],
  "message_template": "This session has been quiet for {{.QuietFor}}. Continue from the repository docs and current branch. If you are blocked, report the exact blocker and the smallest next step for {{.ItemLabel}}.",
  "operator_note_template": "Quiet running worker nudged for {{.ItemLabel}} after {{.QuietFor}}.",
  "stop_conditions": ["worker responds", "state changes"],
  "evidence": ["quiet_for >= nudge_after", "session still has an active owner"]
}
6d 2h ago
playbook: global remote_only_session #1 active Remote-only session recovery
{
  "key": "remote_only_session",
  "summary": "Handle sessions that exist remotely but are missing locally.",
  "audience": "operator",
  "trigger_states": ["blocked", "failed"],
  "allowed_actions": ["escalate"],
  "message_template": "This session appears to exist remotely without a matching local owner. Stop assuming local state is authoritative and wait for manager reconciliation before taking any more action.",
  "operator_note_template": "Remote-only recovery selected for {{.SessionID}}.",
  "stop_conditions": ["local mirror reconciled"],
  "evidence": ["remote session missing local row", "mirror drift", "unmatched remote activity"]
}
7d 4h ago
playbook: global stale_lease #1 active Stale lease recovery
{
  "key": "stale_lease",
  "summary": "Reassign or release work that has exceeded its lease.",
  "audience": "operator",
  "trigger_states": ["running", "paused", "blocked", "awaiting_clarification"],
  "allowed_actions": ["reassign", "escalate", "release"],
  "message_template": "This session's lease looks stale. Confirm whether the worker is still actively making progress. If not, reassign or release the smallest work item possible and leave a clear trace for the next worker.",
  "operator_note_template": "Stale-lease playbook selected for {{.ItemLabel}} after {{.QuietFor}}.",
  "stop_conditions": ["lease refreshed", "work requeued", "operator decides to hold"],
  "evidence": ["quiet_for beyond lease threshold", "lease expired", "worker not responding"]
}
7d 4h ago
role: admission admission #1 active Decides whether to start a new Jules session.
You are the orchestrator for dev-manager.

Your job is to decide whether it is worth starting a fresh Jules session for a queued work item.
Be patient. Avoid duplicate sessions. Prefer waiting when an existing worker is already handling the same issue or pull request.
If the task is not clearly ready for a new worker, say so.
If the task is clearly ready, say so and give the smallest useful reason.
7d 4h ago
role: another-role another-role #1 active Desc
Prompt
6d 3h ago
role: completion_review completion_review #1 active Reviews terminal Jules sessions and reports whether the result looks trustworthy.
You are the orchestrator for dev-manager.

Your job is to assess a Jules session that just reached a terminal state.
Use the repository docs, current codebase, and manager context to produce a short completion review.
Say whether the completion looks trustworthy and what the smallest next manager step should be.
Be concrete, calm, and brief.
7d 4h ago
role: implementer implementer #1 active Writes code to implement features and bugfixes.
You are an implementer. Write the code to solve the issue.
4d 5h ago
role: orchestrator orchestrator #1 active Orchestrates the workflow and triages issues.
You are an orchestrator. Route and plan the work.
4d 5h ago
role: reconciler reconciler #1 active Closes out finished work and reconciles the queue.
You are a reconciler. Tidy up, verify the final state, and close the loop.
5d 12h ago
role: repairer repairer #1 active Repairs blocked work and clears merge conflicts.
You are a repairer. Fix the blocker or conflict that is preventing the work from progressing.
5d 12h ago
role: responder responder #1 active Answers clarification questions from Jules.
You are the clarification responder for dev-manager.

Your job is to answer Jules' question directly, briefly, and concretely.
Prefer repository docs, tracked issue/PR context, and the current codebase.
If the answer depends on live manager state, query the manager API yourself and turn that into a direct answer for Jules.
Never tell Jules to query localhost, the manager API, or any other local-only service.
If the docs do not cover the question, say exactly what is missing and the smallest next step.
7d 4h ago
role: reviewer reviewer #1 active Reviews code changes.
You are a reviewer. Review the code changes.
4d 5h ago
role: splitter splitter #1 active Splits broad work into smaller slices.
You are a splitter. Break broad work into smaller, actionable slices and hand the next slice to the right worker.
5d 12h ago
role: test-role test-role #2 active Updated Description
Updated Prompt
6d 3h ago
role: test-role test-role #1 inactive Test Description
Test Prompt
6d 3h ago

Skills & Artifacts

Manage durable guidance, design aids, and reference artifacts for implementer agents.

Upload Artifact

Create Skill Pack

Link Asset to Scope

Audit Log

Time Actor Event Target Details
just now agent agent_session_notify_completed agent_protocol: 17031317608516392821
{"body": "", "kind": "done", "state": "complete", "title": "", "summary": "Jules reported completion", "trace_id": "57267a74-8ec2-493d-8080-c63ddb613289", "source_id": "17031317608516392821", "session_id": "17031317608516392821", "source_type": "jules", "manager_status": "released", "repo_full_name": "Stbmap/dev-manager", "codex_forwarded": "false", "ignored_terminal": "true"}
just now agent agent_session_notify_requested agent_protocol: 17031317608516392821
{"body": "", "kind": "done", "title": "", "summary": "Jules reported completion", "trace_id": "57267a74-8ec2-493d-8080-c63ddb613289", "source_id": "17031317608516392821", "session_id": "17031317608516392821", "source_type": "jules", "repo_full_name": "Stbmap/dev-manager"}
just now dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 299073c0-58df-11f1-9735-e08cf19590d0
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "299073c0-58df-11f1-9735-e08cf19590d0", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-drift reconciliation_observed reconciliation_record: issue-closed:Stbmap/dev-manager:350
{"kind": "issue_state_mismatch", "status": "active", "details": "GitHub issue Stbmap/dev-manager/350 is closed while local item is ready", "summary": "issue Stbmap/dev-manager/350 closed on GitHub but local state is ready", "seen_count": 1, "subject_id": "Stbmap/dev-manager#350", "subject_type": "github_item", "repo_full_name": "Stbmap/dev-manager", "reconciliation_key": "issue-closed:Stbmap/dev-manager:350"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 28d476c0-58df-11f1-9a7e-6ed1e1e5a1f8
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "28d476c0-58df-11f1-9a7e-6ed1e1e5a1f8", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 280df270-58df-11f1-83b3-7836f47792f7
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "280df270-58df-11f1-83b3-7836f47792f7", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 275529c0-58df-11f1-83b2-bdd11de46a61
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "275529c0-58df-11f1-83b2-bdd11de46a61", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 26a33ee0-58df-11f1-8cfc-ea4b1d7a3f67
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "26a33ee0-58df-11f1-8cfc-ea4b1d7a3f67", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 25e741e0-58df-11f1-9a05-0d0b672abe6d
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "25e741e0-58df-11f1-9a05-0d0b672abe6d", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 25402c70-58df-11f1-92cc-9297107d60ed
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "25402c70-58df-11f1-92cc-9297107d60ed", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 2489fbd0-58df-11f1-960c-92c05ca4ef0f
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "2489fbd0-58df-11f1-960c-92c05ca4ef0f", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 23c37780-58df-11f1-9e81-2727c0c7ce60
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "23c37780-58df-11f1-9e81-2727c0c7ce60", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 2301d530-58df-11f1-808f-6b8ed333edab
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "2301d530-58df-11f1-808f-6b8ed333edab", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 2231db00-58df-11f1-974a-756f7afd3515
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "2231db00-58df-11f1-974a-756f7afd3515", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 2182af40-58df-11f1-8f2c-d139b20d6431
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "2182af40-58df-11f1-8f2c-d139b20d6431", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 20dbc0e0-58df-11f1-8053-6122e1932961
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "20dbc0e0-58df-11f1-8053-6122e1932961", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
1m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 2040b960-58df-11f1-9908-36e6d528a738
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "2040b960-58df-11f1-9908-36e6d528a738", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
1m ago dev-manager-drift reconciliation_applied github_item: Stbmap/dev-manager#350
{"to_state": "closed", "from_state": "ready", "item_number": 350, "repo_full_name": "Stbmap/dev-manager", "reconciliation_key": "item-heal:Stbmap/dev-manager#350"}
2m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 06c39bb0-58df-11f1-8947-e0050d952842
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "06c39bb0-58df-11f1-8947-e0050d952842", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "pull_request"}
2m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
3m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: e38b3090-58de-11f1-9d87-ac1207a989b6
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "e38b3090-58de-11f1-9d87-ac1207a989b6", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "pull_request"}
3m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
5m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
6m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
7m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
8m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
8m ago dev-manager-orchestrator orchestrator-nudge session: 16910249414998234439
{"action": "nudge", "reason": "attention classifier unavailable: invalid character '*' after top-level value", "item_type": "session", "quiet_for": "1h 52m", "role_name": "implementer", "confidence": "", "playbook_name": "operator_paused_work", "lease_remaining": "", "playbook_version_number": "1"}
8m ago dev-manager-orchestrator orchestrator-action-deduped session: 16910249414998234439
{"action": "escalate", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "session_id": "16910249414998234439", "operation_key": "orchestrator:escalate:16910249414998234439:8770b94d-6737-48cf-9b1e-47b27afee5ad"}
8m ago dev-manager-gemini provider_result session: 16910249414998234439
{"action": "attention", "status": "success", "provider": "gemini", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "item_type": "session", "latency_ms": 20045, "prompt_name": "attention", "repo_full_name": "Stbmap/stbmap"}
8m ago dev-manager-gemini provider_result session: 16910249414998234439
{"action": "attention", "status": "success", "provider": "gemini", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "item_type": "session", "latency_ms": 22171, "prompt_name": "attention", "repo_full_name": "Stbmap/stbmap"}
9m ago agent agent_session_notify_completed agent_protocol: 17031317608516392821
{"body": "Now that the initial implementation for these issues is in place, here is what I would change or enhance to make them fully production-ready:\n\n1. **Fully implement Scheduled Task Actions (Issue 260)**\n   - **Current State:** The `RunScheduledTaskController` currently acts as a stub, logging the actions but not actually executing them. The cadence calculation uses simple time math (e.g., `+24h` for daily).\n   - **Enhancement:** Implement the actual GitHub API calls for `create_issue` and `update_issue`, and integrate with the existing `splitplanops` or orchestrator to start an `enhancement_round`. Upgrade the cadence parser to support full cron expressions for more robust scheduling.\n\n2. **Flesh out the Operator Console Backend (Issue 344)**\n   - **Current State:** The `/api/console` POST endpoint accepts the payload but only returns an HTTP 202 without persisting it.\n   - **Enhancement:** Create a `console_messages` table (or reuse `operator_inbox_items`), securely store incoming operator messages, and wire them up so the Monitor Agent or Orchestrator reads them and routes them directly to the active Jules session. Add a `GET /api/console` endpoint to fetch the aggregated chronological timeline of the repo (combining sessions, PRs, and messages) to populate the UI we generated.\n\n3. **Expand the Autonomy Readiness Scorecard (Issue 291)**\n   - **Current State:** The scorecard currently evaluates 3 primary components (`github_truth`, `jules_lifecycle`, and `provider_health`) to generate the overall score.\n   - **Enhancement:** Expand the logic to cover all 14 components suggested in the original issue description (e.g., `pr_closeout`, `duplicate_prevention`, `reconciliation`, `capacity_and_budget`, `local_agent_takeover`). Add historical snapshotting so operators can view the score's trend over time.\n\n4. **Autonomy Certification Gate (Issue 294)**\n   - **Enhancement:** Now that the Scorecard (Issue 291) is in place, the next logical step is to implement the Certification Gate (Issue 294), which would consume the scorecard and act as a hard go/no-go gate before `dev-manager` promotes a repo to `unattended` mode.\n\n5. **Testing**\n   - **Enhancement:** Write comprehensive unit and integration tests specifically for `scorecard.go`, `scheduled_tasks.go`, and `console.go` to ensure these new subsystems degrade gracefully when the database or GitHub API is unavailable.\n\nWould you like me to tackle any of these enhancements next?", "kind": "question", "state": "complete", "title": "", "summary": "Now that the initial implementation for these issues is in place, here is what I would change or enhance to make them...", "trace_id": "57267a74-8ec2-493d-8080-c63ddb613289", "source_id": "17031317608516392821", "session_id": "17031317608516392821", "source_type": "jules", "manager_status": "released", "repo_full_name": "Stbmap/dev-manager", "codex_forwarded": "false", "ignored_terminal": "true"}
9m ago agent agent_session_notify_requested agent_protocol: 17031317608516392821
{"body": "Now that the initial implementation for these issues is in place, here is what I would change or enhance to make them fully production-ready:\n\n1. **Fully implement Scheduled Task Actions (Issue 260)**\n   - **Current State:** The `RunScheduledTaskController` currently acts as a stub, logging the actions but not actually executing them. The cadence calculation uses simple time math (e.g., `+24h` for daily).\n   - **Enhancement:** Implement the actual GitHub API calls for `create_issue` and `update_issue`, and integrate with the existing `splitplanops` or orchestrator to start an `enhancement_round`. Upgrade the cadence parser to support full cron expressions for more robust scheduling.\n\n2. **Flesh out the Operator Console Backend (Issue 344)**\n   - **Current State:** The `/api/console` POST endpoint accepts the payload but only returns an HTTP 202 without persisting it.\n   - **Enhancement:** Create a `console_messages` table (or reuse `operator_inbox_items`), securely store incoming operator messages, and wire them up so the Monitor Agent or Orchestrator reads them and routes them directly to the active Jules session. Add a `GET /api/console` endpoint to fetch the aggregated chronological timeline of the repo (combining sessions, PRs, and messages) to populate the UI we generated.\n\n3. **Expand the Autonomy Readiness Scorecard (Issue 291)**\n   - **Current State:** The scorecard currently evaluates 3 primary components (`github_truth`, `jules_lifecycle`, and `provider_health`) to generate the overall score.\n   - **Enhancement:** Expand the logic to cover all 14 components suggested in the original issue description (e.g., `pr_closeout`, `duplicate_prevention`, `reconciliation`, `capacity_and_budget`, `local_agent_takeover`). Add historical snapshotting so operators can view the score's trend over time.\n\n4. **Autonomy Certification Gate (Issue 294)**\n   - **Enhancement:** Now that the Scorecard (Issue 291) is in place, the next logical step is to implement the Certification Gate (Issue 294), which would consume the scorecard and act as a hard go/no-go gate before `dev-manager` promotes a repo to `unattended` mode.\n\n5. **Testing**\n   - **Enhancement:** Write comprehensive unit and integration tests specifically for `scorecard.go`, `scheduled_tasks.go`, and `console.go` to ensure these new subsystems degrade gracefully when the database or GitHub API is unavailable.\n\nWould you like me to tackle any of these enhancements next?", "kind": "question", "title": "", "summary": "Now that the initial implementation for these issues is in place, here is what I would change or enhance to make them...", "trace_id": "57267a74-8ec2-493d-8080-c63ddb613289", "source_id": "17031317608516392821", "session_id": "17031317608516392821", "source_type": "jules", "repo_full_name": "Stbmap/dev-manager"}
9m ago codex automation_mode_changed manager_setting: automation_mode
{"to": "active", "from": "supervised", "reason": "Closed unmergeable PR #352 and cleared PR-first blockage; resume dev-manager action loops."}
9m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
10m ago dev-manager-gemini provider_result session: 16910249414998234439
{"action": "attention", "status": "success", "provider": "gemini", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "item_type": "session", "latency_ms": 18198, "prompt_name": "attention", "repo_full_name": "Stbmap/stbmap"}
10m ago dev-manager-orchestrator orchestrator-action-deduped session: 16910249414998234439
{"action": "escalate", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "session_id": "16910249414998234439", "operation_key": "orchestrator:escalate:16910249414998234439:8770b94d-6737-48cf-9b1e-47b27afee5ad"}
10m ago dev-manager-orchestrator automation_action_denied session: 2634771685149403785
{"mode": "supervised", "actor": "dev-manager-orchestrator", "is_pr": false, "action": "jules_message", "reason": "supervised policy escalation_only blocks jules_message", "trace_id": "453658b9-c979-428b-ad6a-35e4baf8fa0d", "target_id": "2634771685149403785", "blocked_by": "policy", "retry_hint": "switch automation_mode to active for this action", "session_id": "2634771685149403785", "target_type": "session", "repo_full_name": "Stbmap/stbmap", "request_reason": "session is waiting on clarification", "supervised_policy": "escalation_only"}
10m ago dev-manager-gemini provider_result session: 16910249414998234439
{"action": "attention", "status": "success", "provider": "gemini", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "item_type": "session", "latency_ms": 19933, "prompt_name": "attention", "repo_full_name": "Stbmap/stbmap"}
11m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
11m ago dev-manager-orchestrator automation_action_denied session: 16910249414998234439
{"mode": "supervised", "actor": "dev-manager-orchestrator", "is_pr": false, "action": "jules_message", "reason": "supervised policy escalation_only blocks jules_message", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "target_id": "16910249414998234439", "blocked_by": "policy", "retry_hint": "switch automation_mode to active for this action", "session_id": "16910249414998234439", "target_type": "session", "repo_full_name": "Stbmap/stbmap", "request_reason": "session is waiting on clarification", "supervised_policy": "escalation_only"}
11m ago dev-manager-orchestrator automation_action_denied session: 2634771685149403785
{"mode": "supervised", "actor": "dev-manager-orchestrator", "is_pr": false, "action": "jules_message", "reason": "supervised policy escalation_only blocks jules_message", "trace_id": "453658b9-c979-428b-ad6a-35e4baf8fa0d", "target_id": "2634771685149403785", "blocked_by": "policy", "retry_hint": "switch automation_mode to active for this action", "session_id": "2634771685149403785", "target_type": "session", "repo_full_name": "Stbmap/stbmap", "request_reason": "session is waiting on clarification", "supervised_policy": "escalation_only"}
12m ago dev-manager-watcher issue_stale_blocked_labels_cleared github_item: Stbmap/stbmap#213
{"reason": "no active session remains", "source": "stale issue sweep", "next_state": "ready", "item_number": 213, "labels_removed": ["blocked", "jules", "claimed", "in-progress"], "previous_state": "ready", "repo_full_name": "Stbmap/stbmap"}
12m ago dev-manager-github-intake github-item-state-sync github_item: ec37456a-147f-4110-9f42-ede7ad18697a
{"state": "closed", "reason": "state synced from ready to closed", "item_number": "352", "repo_full_name": "Stbmap/dev-manager"}
12m ago dev-manager-orchestrator orchestrator-action-deduped session: 16910249414998234439
{"action": "escalate", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "session_id": "16910249414998234439", "operation_key": "orchestrator:escalate:16910249414998234439:8770b94d-6737-48cf-9b1e-47b27afee5ad"}
12m ago dev-manager-orchestrator automation_action_denied session: 2634771685149403785
{"mode": "supervised", "actor": "dev-manager-orchestrator", "is_pr": false, "action": "jules_message", "reason": "supervised policy escalation_only blocks jules_message", "trace_id": "453658b9-c979-428b-ad6a-35e4baf8fa0d", "target_id": "2634771685149403785", "blocked_by": "policy", "retry_hint": "switch automation_mode to active for this action", "session_id": "2634771685149403785", "target_type": "session", "repo_full_name": "Stbmap/stbmap", "request_reason": "session is waiting on clarification", "supervised_policy": "escalation_only"}
12m ago dev-manager-gemini provider_result session: 16910249414998234439
{"action": "attention", "status": "success", "provider": "gemini", "trace_id": "8770b94d-6737-48cf-9b1e-47b27afee5ad", "item_type": "session", "latency_ms": 19458, "prompt_name": "attention", "repo_full_name": "Stbmap/stbmap"}
13m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 860ef560-58dd-11f1-9224-6ee6fc3dc05e
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "860ef560-58dd-11f1-9224-6ee6fc3dc05e", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}
13m ago dev-manager-webhook webhook_delivery_ignored webhook_delivery: 856b1440-58dd-11f1-8a6d-65cb890b71cb
{"summary": "repo automation paused", "event_type": "webhook_delivery_ignored", "delivery_id": "856b1440-58dd-11f1-8a6d-65cb890b71cb", "repo_full_name": "Stbmap/dev-manager", "source_event_type": "issues"}

JSON API Endpoints

The manager exposes the following JSON API endpoints for orchestration tooling: