dev-environment

  1. Gone by the next restart

    A prototyping rule edited straight into an installed third-party skill file looked shipped, until a devcontainer restart quietly reverted it, for two reasons the agent had missed.

  2. The second watcher that never started

    A silent host-sleep protection gap surfaces when two devcontainers run at once, traced to a lock file scoped by project instead of by workspace, and fixed by mirroring a sibling repository that had already solved it.

  3. No route to the evidence

    A devcontainer firewall gap blocked exactly the two tools needed to diagnose a CI-only failure, and fixing it surfaced a real flaky test hiding behind the same access gap.

  4. Thirty-three components in isolation

    Adopting a zero-mock Storybook catalog for reusable Svelte components, defining the two-importer scope boundary, and enforcing story coverage in CI.

  5. Stills without a second pass

    Extending the automated gameplay recorder with CDP device-metric overrides to capture crisp, high-DPI screenshots during live video runs without disturbing the recording.

  6. Six agents, two branches

    The reasoning behind the devcontainer firewall, MCP wiring, CLI lifecycle, SSH signing, and build ordering lived only in scattered commit messages. A wayfinder map turned it into five permanent ADRs, produced by six agents working in true parallel.

  7. A greedy regex that ate the leading major version digit

    A greedy wildcard in version string extraction stripped leading digits from major version numbers, causing pnpm 11.19.0 to be parsed as 1.19.0.

  8. Breaking a self-referential devcontainer script loop

    Invoking pnpm inside a container startup script re-triggered the pnpm binary wrapper itself. Guarding execution with environment flags broke the infinite loop.

  9. Healthy before active

    Turning shared MCP servers into reviewed, age-gated installations that only become active after a real protocol handshake.

  10. Stabilizing the automated gameplay recording script

    Making the gameplay recording tooling engine-accurate and predictable by importing the real engine and pinning the apple queue.