feat(timeline): make it a board, with the axis and the names pinned
The reader who was asked what good looks like named paimon.moe's timeline, and the thing ours was missing is what that view never loses: on a wide window we drew more calendar and nothing that said which day, whose game, or which event was on screen. The date axis, the lane names and the event names all scrolled away together — and a six-week bar starts weeks off the left edge, so its name went with its start date and left a coloured rectangle. So it is a pane that scrolls in both directions, with the axis stuck to the top and every name stuck to the left. A name is sticky inside its own bar, so it can never wander onto an event it does not belong to. The axis gained the week the schedules are actually written in: a dated tick every Monday and a brighter rule at each month. The frozen label column that started this went away again — it stood on the calendar and ate the names it was meant to keep. Lane names sit on their own line instead, and "jump to today" sits in the board's header rather than floating over the dates it sends you back to. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
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Claude Opus 5
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@@ -100,7 +100,7 @@ src/
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EventRow.tsx row + meter + caption (F2, F3)
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Meter.tsx the depletion meter
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Legend.tsx what the bars and colours mean
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Timeline.tsx calendar lanes (F1)
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Timeline.tsx the board: pinned axis, lanes, bars (F1)
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EventDetail.tsx detail sheet, ignore action (F9)
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ProgressControls status, effort, note (F12)
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Dailies.tsx today's strip, per-game reset clocks
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+5
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@@ -307,8 +307,10 @@ diagnosis in each item still holds — what changed is whether it has been acted
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| P1b Calendar → Timeline | **Done.** The tab reads "Timeline" |
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| P1c more games | **Done, four of them.** Infinity Nikki, Persona 5: The Phantom X, Reverse: 1999, Blue Archive — one commit each. Of the games named in the thread, Azur Lane and Umamusume are **declined on conduct** rather than pending, and the declined and cleared-but-unbuilt candidates are recorded in `AGENTS.md` § Scraping conduct so they are not re-litigated |
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| P1c roadmap in the colophon | **Not done** |
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| P2 colour and screenshot | **Not done** |
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| P2 colour and screenshot | **Layout done** (2026-08-18), colour untouched. The palette was left alone deliberately — the two-axis system was not what made the screenshot read as unfinished, a dense single column on a wide screen was. Past `lg` the page is now a pinned deadline rail beside the lists, the timeline is a board with its axis and names pinned, and the footer and settings are columns. The screenshot still wants reshooting |
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| P2 custom events | **Done.** PRD F13 first, then the code; `mygame:` / `myevent:` key spaces, in the export |
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So the outstanding work is P1b's three client changes, the colophon roadmap, the colour pass, and
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P0's build assertion — the cheapest items on the list are the ones still open.
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So the outstanding work is the colophon roadmap, P0's build assertion, and a reshoot of the promo
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screenshot. P1b is closed. The colour pass is open in name only: the palette was examined and left
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alone with the reasoning above, so what is left of P2 is the screenshot, which is now worth taking
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from a wide window.
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+13
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@@ -63,7 +63,7 @@ no stored key. A game may have several sources; see `docs/INGESTION.md` § Three
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### Features
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**F1 — Calendar view (default).**
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**F1 — Timeline view.**
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A horizontal timeline, one lane per game, spanning a scrollable date range with "today" pinned as a
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vertical marker. Each event is a bar from `startsAt` to `endsAt`. Bars are colored by game, and
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completed events render at reduced opacity with a check. Clicking a bar opens a detail panel with
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@@ -72,22 +72,29 @@ title, type, exact start/end in the user's local timezone, source link, and a co
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An event with `endsAt: null` renders as a bar with a frayed right edge and the label "end date
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unknown" — it must be visually distinct from an event that ends far in the future.
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It is a board rather than a stretch of page: its own pane, scrolling in both directions, with the
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date axis pinned to the top and every name — the lane's and the event's — pinned to the left edge.
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Those three used to scroll away together, which made a wide window worse rather than better: more
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calendar on screen, and nothing left saying which day, whose game, or which event was being read. A
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six-week bar starts weeks off-screen, so a name that rides off with its own start date leaves a
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coloured rectangle behind.
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**F2 — Ends-soonest list.**
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A flat list of all *currently running* events sorted ascending by end date, with a relative
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countdown ("ends in 2 days", "ends in 4 hours"). Under 24 hours, the row is emphasized. This is the
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view that justifies the app, and it is one tap from the timeline.
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**The list is capped and offers the rest.** Two games already run to twenty-one live events, and a
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reader who tried exactly that said the list stopped being usable. Each section shows a handful with
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an explicit "show all N". This truncates the *view* only: the order is untouched, and the rows below
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the cut are still counted in the header, still on the timeline, and one tap away.
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**Which view opens is the reader's answer, not ours.** This spec said "calendar (default)" and the
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app shipped opening on the list; both were a decision made on the reader's behalf and then forgotten
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on every reload. So the first run asks (F8) and the answer is stored in `prefs.view`. The list is
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what the question ships pre-answered with — a reader cannot choose between two layouts they have not
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seen, and it is the view that answers "what expires next" in one look.
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**The list is capped and offers the rest.** Two games already run to twenty-one live events, and a
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reader who tried exactly that said the list stopped being usable. Each section shows a handful with
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an explicit "show all N". This truncates the *view* only: the order is untouched, and the rows below
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the cut are still counted in the header, still on the timeline, and one tap away.
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**F3 — Mark completed.**
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A toggle on every event, in both views. State is written to `localStorage` immediately and
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optimistically — there is no server round trip and no failure case. Completed events stay visible
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