Chat reconnects to the new backend + manage models & keys in settings
The backend re-poured the day before reconnected to the chat interface this day: creating, switching and deleting sessions all flow, history replays in full, and the process distinguishes system lines — incoming/outgoing/warning/error. Models and keys moved into the settings panel for visual management; the engine filled in textured and multi-light lighting and fixed first-person camera roaming.
From "rewritten" to "reconnected"
The day before, the backend was torn down and re-poured into a layered, crash-recoverable new architecture — but finishing the rewrite is only half the job; the new foundation has to actually reconnect to the interface and run a full chain end to end to count as landed. This day's through-line was "reconnecting": wiring the chat interface to the new backend runtime, making everyday session actions — create, switch, delete, replay — all work on the new architecture, and moving model and key management into the interface along the way. In other words, the prior day proved "the new foundation stands"; this day proved "the new foundation is usable." The most dangerous moment of a big rewrite is often not the rewrite itself but whether the upper layers can be reconnected smoothly without leaving broken glass everywhere — and this day cleared exactly that hurdle.
Chat reconnects to the new backend, with smoother sessions
The chat interface connected to the new backend runtime this day, and everyday session operations became orderly and smooth. Creating a session now has one consistent entry point rather than several doing their own thing; switching a session automatically opens its tab so your attention follows the content; deleting is one step. Reopening a session replays the prior back-and-forth in full from a durable record, with context intact. The process also categorizes system messages as incoming / outgoing / warning / error — so when a run goes wrong you can see at a glance which step it's stuck at and what kind it is, instead of staring at a tangled mass of output. These are the basics a "session" deserves as a daily unit, and this day delivered them solidly on the new architecture.
Sessions and history go through clean interfaces
While "reconnecting," the backend converged the session and history capabilities into one clean set of interfaces. Creating and deleting a session goes through standard create/delete endpoints, with a default agent prepared automatically; creating an agent at the top level, or deleting it together with its dependents in one sweep, each has a clear corresponding command; history is read on demand through dedicated fetch interfaces rather than stuffing everything into the live stream. The underlying agent list is now maintained by "scanning disk statelessly + watching file changes," with all agent-change events landing in a global log. Converging these capabilities into clear, single-responsibility interfaces means the upper layers (interface, command line, even other future clients) can all operate by the same rules instead of each writing their own — exactly where the prior day's layered architecture begins paying dividends.
Manage models and keys right in settings
This day moved two high-frequency but previously cumbersome things — "which model, which key" — into the interface. The model picker now reads the real list of available models, so what you pick is what actually takes effect, not a possibly-stale hardcoded list; and you can assign which model each agent uses individually, making it possible for different roles to use different tiers. Key entry moved into a persistent settings panel with an eye toggle to switch between showing and hiding the value — convenient to verify yet not left in plain sight forever. For users, this means filling in a key or switching models no longer requires dropping to the command line or digging through config files — things that always belonged in the interface now actually happen there. Lowering the bar on such operations is a key part of letting non-professional developers get started.
Engine: textured lighting + multiple lights in one scene
The engine's lighting kept filling in toward the practical this day. One is "texture-driven lighting": using a texture to control how strongly different parts of a surface respond to light — making, say, a metal inlay brighter than the surrounding wood, or a worn spot darker — greatly enriching material detail rather than treating a whole surface as one uniform material. The other is "multiple lights in one scene": several lights can be lit at once, combining point and spot casters. Together, these move lighting from "only one lamp" into "arranging multiple lights to build depth, like a real scene." For anyone wanting atmospheric, tactile imagery, this is the most crucial stretch between "lit" and "good-looking."
Engine: first-person camera roaming fixed + a textured scene
This day also fixed first-person camera roaming — WASD movement had been dead, rooted in a classic small pitfall: whether keyboard events read the "physical key position" or the "character" wasn't aligned, so presses did nothing. Once fixed, you can use WASD to walk around a scene and turn the view to look — the most basic interaction of any "scene you can wander." Alongside, a textured scene was made to run end to end, and external asset address handling was corrected so textures are found correctly across deployment paths. Being able to walk freely into a scene lit by several lights and textured, and look around — this day pushed "build a world you can wander" a real step forward.
What this day means
This day turned the prior day's "rewrite" into something genuinely "usable." The backend's new foundation reconnected to the interface, with everyday operations — sessions, models, keys — running smoothly on the new architecture and converged into clean interfaces; the engine advanced on lighting and camera in parallel, giving images more depth and scenes more walkability. On one side, smoothly reconnecting major low-level surgery to the upper layers with no lingering ills; on the other, steadily adding to experiences users directly feel — the two in parallel show a team that dares to do bone-deep refactors yet hasn't forgotten to make the product a bit better for users every day. Being able, right after a big rewrite, to reconnect the interface the same day and fill in close-to-hand experiences like model and key management is itself the best proof that "the rewrite was done right."