Changelog

7.31.24

Cycle 43
  • Removed invite code (Self serve now open)
  • Fixed auto joining team links
  • Magic Setup log feedback
  • New onboarding Wizard deployed
  • Wrote more documentations

7.24.24

Cycle 42
  • Refreshed graph designs
  • Updated documentation
  • Onboarding Wizard Designs
  • Team set to “disabled” before setup and added pending state
  • Duration timers
  • Paginated window for infinite scroll
  • Added live chat support

7.17.24

Cycle 41
  • Cleaned up team dashboard view and fixed mobile layouts
  • Node accessibility via Node Library
  • Iterated and implemented new site with public sample team and demo link
  • Updated Magic Setup to create profile ie: avatar and bio on the fly
  • Refreshed default flow for session manager

7.8.24

Cycle 40
  • Added API doc upload
  • Implemented Magic Setup for session manager
  • Reintroduced aspect ratios to image prompt
  • Added default nodes to new flows (comes connected with split node)
  • Tweaked actor profile page layout

6.27.24

Cycle 38
  • Designed and implemented “Collect Node”
  • Updated Node title editing
  • Frontend clean up
    • Nav
    • Team Settings
    • Added batch forcewake on all actors

6.18.24

Cycle 37
  • Finished polishing all designs and nodes
  • Subprocess node
    • Actor playground with structured fields
    • Take Nodes
    • Node Library
  • Designed & implemented
    • Take Node
    • Structured prompt-text node
  • Fixed Extract nodes returning nested objects
  • Updated prompt text event designs

6.12.24

Cycle 36
  • Fixed prompt image preview for sample team
  • Collapsable datatables
  • Failing runs when API nodes return error status
  • Showing followed redirects on API node
  • Build out additional events

    • Session nodes
    • Conditional nodes
    • Run failure
  • Styling session manager “detours”
  • Collapsing session manager subflow on runs

6.3.24

Cycle 35
  • Rebuilt runs to be powered by events
  • Launched event system:
    • API
    • Session
    • Conditional
    • Splitter
    • Extract
    • Prompt Text & Image
    • console.log

5.27.24

Cycle 34
  • Rewrote API wrapper class
  • Started implementation of event system
  • Designed traffic management and environment management

5.20.24

Cycle 33
  • Refactored design system to use P3 Colors
  • Implemented Extract Node
  • Migrated JSON data from S3 to B2
  • Converted flows to one long running lambda per execution

5.13.24

Cycle 32
  • Implemented Sample Team. Customers can visit a read only example of an up and running team
  • Switched stability image provider
  • Migrated request/response objects to S3
  • Database clean up to reduce disk utilization
  • Designed:
    • how team environments relate to flows
    • environment secret configs
    • moved actor control from Flows to Environment level

5.6.24

Cycle 31
  • Show indicator while flows are compiling, which includes a “saving” and “building” state.
  • Inviting members to teams no longer requires beta invite code
  • Introduced date helpers, actors can now generate and interact with dates in flows
  • Optimizations on simulation engine to support larger number of concurrent actors
  • Documented all existing helper methods https://docs.synthetictraffic.com

4.29.24

Cycle 30
  • Static IPs for lambda traffic
  • Basic Auth API support
  • Stability AI prompt images
  • Implemented “Getting started” section with Docs
  • Implemented “Chorus” event server (Chorus is a standalone microservice for incoming log events)
  • Actors have passwords by default (a first class feature)
  • Misc clean ups

4.22.24

Cycle 29
  • Scrapping WWWs for URLs → exposing them as Artifact URLs
  • Explored S3 for json data store, Golang for incoming event server
  • Started on documenting session manager

4.15.24

Cycle 28
  • Implemented dirty forms on all regular forms and graphs
  • New modal with plain text support, code support, JSON support
  • Split nodes return override option
  • Implemented local time zone for all timestamps
  • New mini flash banner
  • Inline preview on text and image prompt nodes
  • Built and merged new homepage
  • CHANGELOG WEBLOG

4.1.24

Cycle 27
  • New code node layout
  • Made inline edit for split
  • Mustache input parsing, json payload parsing
  • Prompt text and prompt image nodes
  • Staff CRUD placeholders
  • Dashboard graphs
  • Miscellaneous bugs

3.25.24

Cycle 26
  • Merged Staff portal
  • Implemented conditional Nodes
  • Implemented UI half of API Nodes
  • Designed Prompt Nodes

3.18.24

Cycle 25
  • Built actor dedicated memory storage
  • Separate storage for session data and custom memory fields
  • Implemented force wake (infinite and timed force wake)

3.11.24

Cycle 24
  • Headless proof of concept (with session state tracking):
    • Conclusion: Lot of potential but will be our “V2”. Still a lot of work to figure out the node equivalent of this capability. We’re not changing our current roadmap to incorporate this anytime soon.
  • Reworked node responses to separate next output ID from node output.
    • A lot more flexible, nodes can pass content through while selecting output edge separately.
  • Reworked actor/session data memory to dedicated model

3.5.24

Cycle 23
  • Users can join teams!
  • Users can invite others to teams
  • Team slugs in URL
  • Users, teams, actors ALL have avatars
  • Media prompt image hosted through media server
  • CR8TIVE WORLD and BYND are using avatars and media again
  • OpenID test run with Invoice.supply (another openID demo)

3.4.24

Cycle 22
  • Finished components flows
  • Build component instances
  • Async blueprint creation
  • Populated initial session manager flow
  • Improved surface area of error handling in blueprints
  • Tied up design loose ends:
    • Tagging actor as busy
    • Admin work
    • Force wake
    • Collapse and expanded view of Components in a run
  • Built brand split in CSS for login/signup/terms/privacy/teams pages

2.26.24

Cycle 21
  • Component flows are almost complete
  • Component instances coming next
  • Split session manager logic out of flows
  • Mobile version for everything designed
  • Revisited onboarding flow designs
  • Admin design skeleton and structure

2.19.24

Cycle 20
  • Killed plans!
  • Exchange → Session Manager got implemented
  • Real time type on bot playground.
  • Mobile view for all pages
  • Tokenized improved design system
  • Tied design loose ends: Actor permalinks, Dashboard (v1)

2.5.24

Cycle 19
  • Built out run permalinks
  • Rebuilt window global & permalinks
  • Node graph cleanups, highlight state, highlight node via run permalink (direct from URL)
  • Cursor based pagination
  • Concept Auth and Effector into Component flows
  • Node states and node details

1.29.24

Cycle 18
  • BYND is fully graph based
  • Implemented split nodes
  • Cleaned up table views
  • Designed most of Node components, interactions, and behaviors.

1.22.24

Cycle 17
  • Flow graphs working, botnet replicated on new graph system.
  • **** also got graphed up. The node system is flexible enough to solve for a sequence that didn’t work before ie (editing a project vs creating a new project)
  • Only did code node which is the foundational piece to all nodes
  • Designed all detail pages, Global events, global windows, detail window, run, event, and instance pages.

1.15.24

Cycle 16
  • Conceptual breakthrough on moving from codes to nodes
  • POCs of executing edges and nodes, verified it’s gonna work well
  • Consolidated everything into node graphs (effectors as well as plans)
  • Effectors are attached to windows, only decayed within same window, only consider effectors from the current window
  • Marketing site is live

1.8.24

Cycle 15
  • Marketing site design, copy, implementation by Allan
  • 2024 roadmap, vision on how to approach Q1+Q2
  • BYND chats, live typing indicators
  • Effectors grouped by parent with decaying score

12.4.23

Cycle 10
  • The ability for team members to login as bots
  • 0auth cleanup, internal authentication auth for bots
  • Landed **** integration
  • They have the ability to spawn new bots which will signup and login with their accounts
  • Cycle through their plan and execute their blueprints
  • Deliver image results as expected
  • Fine tuning of front-end designs so they’re 1:1 with Figma.

11.27.23

Cycle 9
  • openid.bot.actor auth provider (this took the most time and was the main purpose of the week, huge value and unlock here)
  • Auth0 login automation
  • Favicon clean ups, prep for dot com deploy

11.20.23

Cycle 8
  • Upgraded rails
  • Integrated timekeeper microservice
  • Styled ‘window, effector, invocation’ permalinks
  • Codemirror read only lines
  • Finished action item conditions from Cycle 7

11.13.23

Cycle 7
  • Plan page implemented
  • Item page implemented
  • Action page done (except for conditions)
  • All designs for V1 of Synthetic Editor done and handed off
  • External timekeeper assistant deployed and integrated
  • Lots of panel and admin tweaks

11.6.23

Cycle 6
  • Introduced concept of “windows”
  • Introduced v1 of bio-clock driven traffic
  • Created big dent in v1 of new backend designs
  • Scoping of improved Timekeeper
  • Added a lot of fancy graphs to dashboard

10.30.23

Cycle 5
  • We have user accounts, login and registration flows
  • First pass of landing page
  • CSS for V1 Synthetic Traffic Editor
  • Ported all pages to new layout
  • Added syntax highlighter to code editor
  • Designed all pages of V1
  • Simplified Time-broker first pass
  • Created bot biological clock concept
  • Customer facing Mixpanel integration (proof of concept)

10.23.23

Cycle 4
  • Actor prompt playground
  • Bots are able to generate unique traits based on personas
  • Prompt engineering R&D
  • Stable Diffusion up and running
  • Cracked first concept of the “Time Broker”

10.16.23

Cycle 3
  • Botnet CSS polish
  • Eden CSS polish
  • Deck polish
  • Botnet Media uploads
  • Fixed botnet email template
  • Fixed botnet email sending
  • Stripped feedback and revisions from Botnet

10.9.23

Cycle 2
  • Baukunst Talk
  • Built out Botnet
  • Added Teams to product
  • Added register/login prereqs
  • OpenAI actor prompting
  • Explored OpenAI scoring (abandoned for now)
  • Blueprints for chatting/replying on Botnet using Synthetic Platform

10.2.23

Cycle 1
  • Eden process lives within backend
  • Ability to define blueprint weights for Plans
  • Eden process calculates rhythm for every bot
  • Rhythm drives plan executions
  • Bots track items, effectors, and scores (random for now)
  • Bots can login and register for service
  • Began exploring dog-fooding playground for bots, aka BotNet
  • Established design language for ST and designed all primary pages