Changelog
Public log of portfolio iterations — features, content, and fixes shipped to kon2raya.netlify.app. Think of it as a public commit log for the portfolio itself.
+ added ~ changed/fixed · docs/content
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v6.6 2026-09-29 LATEST
New: two games in 3D — a first-person Tumbang Preso and a Pinoy street fighter, both built with Three.js and playable with a PlayStation controller. Both are gold (live) trophies in the TROPHY ROOM and cards in the classic site's project grid.
- + Tumbang Preso: throw your tsinelas at the sardinas can in first person, then run to fetch it before the taya tags you, in a sunny eskinita painted pixel by pixel.
- + Bakbakan sa Kanto: arnis, sikaran, a barangay tanod and a balut vendor fight across Cubao, a covered court and Divisoria to reach the Kapre of the balete tree. It has a frame-exact engine, a CPU that reacts a few frames late, and arcade, versus and training modes.
- ~ Service-worker cache bumped to
pf-v140so returning visitors get the new cards.
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v6.5 2026-09-29 project
New: Tambayan Arcade and five more games — a portal for the Pinoy browser games, plus five classics reimagined with Pinoy elements, all gold (live) trophies in the TROPHY ROOM and cards in the classic site's project grid. Isang Tira is finished and live too.
- + Tambayan Arcade: one home for every game, with a random pick and a support page.
- + Bantay Kubo: drive a jeepney tank and guard the bahay kubo from duwende, tikbalang, aswang, kapre and manananggal across ten barangays.
- + Habulan sa Palengke: eat the pan de sal while four tsismosa titas chase you through the palengke; Nanay's tsinelas turns the chase around.
- + Bagong Taon: a New Year's Eve maze-bomber. Shoo the malas with cartoon Bawang, beat the old wall calendar, and jump at midnight.
- + Tawid EDSA: get Kokak the palaka across rainy EDSA and the estero. A planner bot proves every level can be crossed.
- + Hollow Blocks: stack building materials on a construction site; four rows at once is a Bayanihan.
- ~ Isang Tira moves from prototype to live: the finished daily Sungka puzzle, with a new link and thumbnail.
- ~ Service-worker cache bumped to
pf-v139so returning visitors get the new cards.
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v6.4 2026-09-28 project
New game: Ahas sa Fiesta — classic snake at a Pinoy fiesta, now a gold (live) trophy in the TROPHY ROOM and a card in the classic site's project grid. Huling Byahe also got a bigger, more playable update.
- + Ahas sa Fiesta: a flag-colored snake in a salakot eats fishball, kwek-kwek and balut on a woven banig, and dodges the tinikling poles. Sili speeds it up, halo-halo slows it down, and quick eats build a combo.
- + Huling Byahe v1.1: gas, barya on the road, near-miss combos, sakto stops, three stars per night, plus particles, passenger reactions and a music loop.
- ~ Service-worker cache bumped to
pf-v138so returning visitors get the new cards.
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v6.3 2026-09-28 project
New game: Huling Byahe — a browser arcade story game about the last jeepney of the night and the ghosts who ride it. It joins the TROPHY ROOM as a gold (live) trophy and the project grid on the classic site.
- + Huling Byahe gold trophy linking to the live game: seven nights, five ghost passengers, 29 story fragments, all drawn on canvas with synthesized Web Audio and no image files.
- + Matching LIVE card in the classic site's project grid.
- ~ Service-worker cache bumped to
pf-v137so returning visitors get the new cards.
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v6.2 2026-09-25 project
New prototype: Isang Tira — a daily Sungka puzzle in early design, now playable as a browser playtest. It joins the TROPHY ROOM as a silver (prototype) trophy and the project grid on the classic site.
- + Isang Tira silver trophy linking to the live playtest: ten one-turn Sungka boards with animated sowing, a par for each board proven by an exact solver, and results that testers copy back as text.
- + Matching PROTOTYPE card in the classic site's project grid.
- ~ Service-worker cache bumped to
pf-v136so returning visitors get the new cards.
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v6.1 2026-09-14 accessibility
Accessibility & discoverability pass — the PLAYER FILE UI keeps its look, but keyboard users can now see where they are, screen readers get real link names, and the crawl rules stop fighting the sitemap. No visual change for mouse users.
- + Keyboard focus ring across the player-file UI: links, buttons, the menu rail, form fields and the skip link now draw an explicit 2px plasma outline on
:focus-visible. Previously these styled:hoveronly and fell back to the browser default outline, which is nearly invisible on the#05070fbackground (WCAG 2.4.7). - + The nine QUEST LOG call-to-actions all read “OPEN QUEST FILE” on screen, which gave screen-reader users nine identical link names with no way to tell them apart. Each now carries a descriptive
aria-labelnaming its case study (WCAG 2.4.4). Visible text is unchanged. - ~
robots.txtdisallowed/resume.pdfwhilesitemap.xmladvertised the same file at priority 0.8 — a contradiction that surfaces in Search Console as “sitemap contains URLs blocked by robots.txt”. The resume is now crawlable;/admin/is disallowed instead, matching theX-Robots-Tagalready set innetlify.toml. - ~ Trimmed the Google Fonts request on the home page from 10 weights to 7 — 164KB down to 111KB of latin webfont, three fewer render-blocking requests. Dropped Orbitron 400/500 (the only unweighted Orbitron rules target
strong, so they resolve to 700) and JetBrains Mono 500 (font-weight: 500appears nowhere inplayer-file.css). Rajdhani 600 was kept:.pf-skill__namesets no family, so it inherits Rajdhani frombody. Case-study pages are unchanged — their weights are genuinely in use. - · Menu rail sub-labels reworded for people skimming for the usual words: lore → about, 6 acts → work experience, tiers · loadout → tech stack · tools. The screen names (CHARACTER, CAREER LOG, SKILL TREE) are untouched.
- + Keyboard focus ring across the player-file UI: links, buttons, the menu rail, form fields and the skip link now draw an explicit 2px plasma outline on
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v6.0 2026-06-11 major redesign
PLAYER FILE — the portfolio reimagined as a game menu. A completely new UI fronts the site: RPG character screen, quest log, skill tree. Same content, different game. The classic UI lives on at /classic.html.
- New index: a full-viewport game-menu shell — persistent top HUD (player tag, LV 6, exploration XP bar, live views, clock, ONLINE status) and a pause-menu rail with seven screens: CHARACTER, QUEST LOG, CAREER LOG, SKILL TREE, ABILITIES, TROPHY ROOM, COMMS.
- Content remapped, not rewritten: about → character sheet with lore, passive traits, active buffs (~/.now.json) and codex; case studies → rarity-coded quests (the two “start here” entries are ★ LEGENDARY); experience → six cleared acts plus a training arc; skills → tiered skill bars with a tools inventory; services → ability cards; projects → gold/silver/bronze trophies; contact → transmission console (same Netlify form).
- Game UX throughout: skippable PRESS START title screen (auto-skipped on deep links, repeat sessions, and reduced motion), keys
1–7+ arrow keys for navigation, achievement toasts (NEW GAME, 100% MAP EXPLORED, QUEST COMPLETE on form send), chamfered Destiny-style panels, Orbitron/Rajdhani type — deliberately distinct from both the retro arcade skin and the playable NIGHT SHIFT. - Old deep links keep working —
#fh5co-startedand friends route to the matching screen; legacy anchors map to panels. - Polish pass, same day: quest briefing modals (skim a case study in-place before deploying to the writeup), item tooltips on the equipped loadout, a CONTINUE save slot on the title screen (restores your last section), staggered card entrances + direction-aware panel slides, scramble-decode on section titles, pointer tilt on quest/trophy cards, and a dispatcher NPC line on the comms deck.
- An achievements system (7 to find: First Boot, Cartographer, Legendary Hunter, Direct Line, First Contact, Any% Speedrun, God Mode) with a HUD counter and modal list; optional WebAudio UI sound (muted by default, ♪ toggle in the HUD, no audio files); three accent variants — plasma / crimson / gold — switchable from the footer (Konami code force-unlocks gold).
- Mobile gets a game-console bottom tab bar (7 thumb-reachable slots with glyphs) instead of a scrolling rail; modal focus trap, roving tabindex on the menu rail, and keyboard-openable quest briefings round out the a11y pass. Composite-only animation budget (transform/opacity, no infinite box-shadow loops, no canvas), no-JS fallback stacks all panels as a plain document, and both UIs share the same view counter. The OG share card was regenerated from the new title screen. SW cache →
pf-v131.
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v5.4 2026-06-11 theme
Arcade goes default — fresh visitors now land on the game cabinet, and the skin reaches every component: type, glow, texture, chrome.
- Fresh visitors (no stored palette) land on arcade, in dark mode — a cabinet is inherently dark, so the OS light-mode preference no longer overrides the default skin. Anyone who explicitly picks a palette or mode keeps their choice; cyber is now stored explicitly so choosing it sticks.
- Two-tier pixel type system: Press Start 2P for every display surface (headings, nav, buttons, HUD, labels, toasts, boot screen) and VT323 — the classic terminal pixel face — for running text, so body copy keeps the game feel without becoming unreadable. Both fonts now ship in the static font links since they're the default face.
- Pixel hardware everywhere: square corners globally, hard-offset arcade-logo shadows on headings (gold over player-red, the way cabinets bled phosphor), 8px dither texture in the starfield, coin-gold selection + keyboard focus.
- Component sweep: command palette as pause-menu, chat widget as in-game dialogue box, contact form as password-entry screen, profile photo as character-select portrait, siderail as level-select squares, kbd/terminal/toasts/tour/ctx-menu in dialog-box chrome, 404 as a GAME OVER screen.
- Case-study layout (also /now, /uses, /changelog) gets the full treatment — pixel headings, VT323 body, quest-log card chrome.
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v5.3 2026-06-11 theme
Sixth theme: arcade — the portfolio as a retro game cabinet. Plus the frame-drop fix that landed the same day.
- Added the arcade palette — Press Start 2P pixel type (lazy-loaded only when the theme activates, so the other five palettes pay zero font weight), hard pixel drop shadows instead of neon glows, square corners + chunky gold borders, violet attract-mode hero, blinking
▶ PRESS START, segmented XP-style HUD bar, and arcade glyphs (♥★▲●) in the rain. - Reachable everywhere themes live: nav theme picker (with its own pixel-cabinet hover preview), HUD dots,
Alt+Tcycle, command palette, and the dev terminal (theme arcade—theme gameworks too). - Frame-drop sweep — canvas glow now baked into cached sprites (per-draw
shadowBlurwas ~135 CPU blurs per frame), duplicate card-tilt system removed, magnetic hover rAF-batched, hire-btn ripple moved to compositor-only transform/opacity, and an adaptive.fx-litegovernor that sheds ambient work only on devices that can’t hold ~50fps. Worst-case hero frame: 99.9ms → 33.7ms, visuals unchanged.
- Added the arcade palette — Press Start 2P pixel type (lazy-loaded only when the theme activates, so the other five palettes pay zero font weight), hard pixel drop shadows instead of neon glows, square corners + chunky gold borders, violet attract-mode hero, blinking
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v5.2 2026-06-11 maintenance
Integrity + freshness pass — PWA cache sync, clean OG cover regenerated, image payload −65%, ~6 MB of dead template freight purged, and this changelog backfilled from the feed.
- Service-worker precache now includes the ph-dev-utils case study + its OG card (missed in the v5.1 bump); cache version →
pf-v123. - Service worker now registers on every page (case studies, /now, /uses, /changelog, 404) — visitors who deep-link from LinkedIn or search get the PWA cache too, not just homepage visitors.
- Regenerated
og-cover.png— the live OG card had the cover.html helper tooltip baked into its top-right corner, visible on every social share. Captured clean via headless Chrome. - All large PNGs palette-quantized (visually lossless):
images/payload 4.3 MB → 1.6 MB; og-cover alone 550 KB → 147 KB. - Purged ~6 MB of dead template freight: unused glyphicons + icomoon demo package, stale
sass/tree (the CSS is hand-edited), template-eragoogle_map.js, 13 orphaned template images, tracked.DS_Storefiles. - icomoon
@font-facepointed at a nonexistentcss/fonts/directory — corrected to../fonts/icomoon/. - · /now refreshed — was four weeks stale and still claimed “two case studies” (there are nine).
- · Backfilled this changelog: v3.9–v5.1 existed only in feed.xml, and the previous top entry carried v5.0’s content under a v3.5 label — relabeled below.
- Service-worker precache now includes the ph-dev-utils case study + its OG card (missed in the v5.1 bump); cache version →
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v5.1 2026-06-03 case-study
Ninth case study — @ph-dev-utils, the first open-source entry. Plus the interim UX series shipped since v5.0.
- Added case-studies/ph-dev-utils.html — a 12-package Filipino dev-utils family (JS/TS + PHP): peso formatting + EN/Tagalog number-words, ~10 government-ID validators, the full PSGC address hierarchy down to 42,046 barangays, payroll + BIR tax math, holiday-aware dates, seedable faker, and a React address picker.
- 11 of the 12 packages publish identical behavior to both npm and Packagist, so a PHP backend and a JS frontend agree on the same rules by construction; the showcase site runs ten of them live in the browser.
- Hero stat bumped 8 → 9; work-tree, sitemap, and feed wired per the publish ritual.
- Interim series (May 19 – Jun 3), previously unlogged: portfolio chat widget — zero-API FAQ matcher with chat UX, 95 entries, browse-all view, keyboard nav, did-you-mean rebound.
- Interim: multi-system 3D overhaul + frame-rate optimization sweep across all five palettes.
- Interim: perf + a11y sweep — LCP preload, save-data support, focus polish, tiny-phone + print styles; theme-aware page scrollbar; cross-page consistency pass.
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v5.0 2026-05-18 major
Massive audit-driven pass — theme picker + 5 palettes, jQuery removed, mobile nav fixed, comprehensive a11y, no-JS fallback. Single biggest day of shipping since the portfolio's first cut.
- Added a theme picker popover in the nav (mode: dark/light, palette: 5 options). Replaces the binary light/dark toggle.
- Added xeno palette — alien-invasion / interstellar skin with void background, drifting starfield, sweeping red scan beam, scope-reticle hero corners, diamond pane glyphs, scope-reticle cursor, angular clip-path buttons. Goes beyond palette swap into a different visual UI.
- Added crt palette — retro phosphor green-on-black with heavy scanlines, corner vignette, sharp corners, monochrome chromatic-aberration headings, faint screen flicker.
- Added hover-preview tooltips on each palette dot — tiny live mockup of that theme's chrome before you commit.
- Added
Alt+Tshortcut to cycle palettes (cyber → matrix → sunset → xeno → crt). - Added theme-aware matrix-canvas alien glyphs in xeno mode (◢◤◇◆▣⌬⌷⎔⏣ + Greek caps).
- Added hero typewriter —
> ./init_developer.shtypes in char-by-char on load. - Added "Book a 15-min call" primary CTA in the hero above the fold; same cal.com CTA on every case-study close-out.
- Added case-study hover-preview thumbnails — pop the OG card next to the tree row on hover, desktop only.
- Added
cs-outcomes--topBEFORE/AFTER scaffold to every case study (hidden by default viadata-status="draft"until reviewed). - Added mobile hamburger menu — without it, phones literally couldn't navigate (regression-grade bug).
- Added
<noscript>fallback so JS-disabled visitors don't see a perpetual loader. - Added form
:user-invalidstyling + personalized success email (sessionStorage stash/restore). - Added
main+contentinfoARIA landmarks on the index. - Added comprehensive
:focus-visibleacross 14 selectors so keyboard users can see what's focused. - Added focus-return on dialog close for the command palette, dev terminal, and keyboard-shortcuts overlay.
- Removed fake testimonials section — self-written project blurbs framed as quotes were credibility-leaky. One real LinkedIn rec beats three synthetic ones.
- Reordered work-grid — 6 LIVE production cards first (Pamanaland, JBC, UPHDJGT, PH Dev Utils, This Portfolio, JBC Marketing), then PROTOTYPE, then 2 ARCHIVE. Was leading with 2018-era design archive.
- Reframed Services pane → "What I Build" — capability framing that works for both recruiters and clients.
- Skill
%%bars replaced with PRIMARY / STRONG / WORKING tier chips. No more fake-precise self-rating. - Removed jQuery + Stellar + Waypoints + Bootstrap JS + Easing — full vanilla rewrite of
main.jswith IntersectionObserver, requestAnimationFrame, and matchMedia. Zero jQuery now loaded. - Hero
h1→h3heading skip fixed toh1→h2(WCAG 1.3.1). - CTA-track "Hiring / Client" ARIA:
role="tab"→role="radio"(no tabpanels meant tabs were misleading). - Theme system: split localStorage into
portfolio.mode+portfolio.palettewith one-time migration from legacyportfolio.theme. Two systems no longer fighting over one key. - ~25 widgets converted to
color-mix(in srgb, var(--cyan)…)— hero CTA, HUD, siderail, ctx-menu, cmdk, kbdhelp, live-stats, commit-graph, tool-badge, scroll-progress, work-filter, case-filter, viewport-hud, stat--linked, cs-btn, cs-share, etc. Now glow correctly in every palette. - Generated missing
og-cover.png+ repointed index + now.html OG image tags. Share previews on LinkedIn/Twitter were broken (wrong aspect ratio or 404). - Resume sync:
projects[]URLs for Pamanaland + JBC switched from auth-gated portals to public case-study pages. PDF regenerated. - LinkedIn About now leads with cal.com instead of email (matches the live-site CTA).
- Sitemap refreshed — every touched URL got its real
lastmodfromgit log.
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v4.9 2026-05-14 polish
SEO + UX + dual-audience reframe — making the site scan well for recruiters and engineering managers.
- Article + BreadcrumbList JSON-LD on every case study; WebSite schema on the index; twitter:creator/site attribution; sitemap + feed dates normalized.
- Prev/next pager at the foot of every case study for binge-reading; sticky on-page TOC on the three longest writeups (wms-v2, ai-engineer, hris).
- Hero reframed to surface “8 shipped case studies + AI-assisted delivery”; “1 Vibe Coder” stat tile → “AI-Augmented Dev (Karpathy-style)” deep-linking the ai-engineer study; green outcome chips on every work-tree row; ★ start-here badges.
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v4.8 2026-05-14 case-study
Two more case studies — hero stat 6 → 8.
- Added LLM-Friendly Wiki — hand-maintained Obsidian vault with YAML frontmatter, per-folder
_INDEX.mdpattern, Decisions/Runbooks/Examples sub-vaults; Karpathy’s thesis that the best AI-coding artifact is a well-structured wiki of your own code. - Added WMS v2 Inventory Rewrite — legacy warehouse system onto Laravel 12 + Vue 3, canonical V3DataTable + BaseCrud pattern, CI-enforced guardrails, online schema migrations, parity-first rollout. ~103 models, ~121 migrations, ~130 pages.
- Added LLM-Friendly Wiki — hand-maintained Obsidian vault with YAML frontmatter, per-folder
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v4.7 2026-05-14 case-study
Two new case studies — proof shelf 4 → 6.
- Added Transport Management System — Vue 3 + Laravel 11, ~68 models, ~324 Vue pages, live GPS, full booking → dispatch → costing → invoice lifecycle.
- Added Autonomous AI Engineer — multi-LLM agent pipeline (Claude, Gemini, OpenAI, OpenRouter, Qwen) inside a production ticketing system;
ai:workpicks up tickets, an independentai:verifyruns the real PHPUnit suite before merge.
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v4.6 2026-05-14 visual
Anonymized mock screenshots (1600×900) wired into every case study — mirrors of the real production UI with zero client data, each tagged “MOCK” in its caption.
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v4.5 2026-05-14 policy
All client names made confidential — NDA framing with generic titles; tagline, meta, body, and OG images regenerated. Personal GitHub repo links kept as proof of work.
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v4.4 2026-05-14 case-study
Fourth case study — Enterprise HRIS. Laravel 12 + Sanctum + TOTP 2FA API; Vue 3 + Pinia + TypeScript UI. ~54 models, ~95 Vue pages, full HR lifecycle with payroll, OU-scoped RBAC, Storybook + Playwright, dual CI/CD. Hero stat 3 → 4.
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v4.3 2026-05-14 case-study
Real-Estate Developer Portal polished from the real codebase — reservation → sales → equity → amortization → financing → commission → collection lifecycle; ~65 models, ~102 Vue views, AG Grid Enterprise, CASL RBAC, 5-tier seller hierarchy.
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v4.2 2026-05-14 case-study
WMS Mobile App enriched with real project metrics — 13 feature modules, three picking generations, Bluetooth ESC/POS printing on Epson TM-P80II, dual-input scanning, 108 build releases, ~251 models / ~315 migrations on the API.
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v4.1 2026-05-14 case-study
Third case study — Brokerage Commission System. Commission engine with multi-tier shares + approver workflow, multi-OU RBAC; ~22 months of iteration, ~640 commits across api + ui repos. Hero stat 2 → 3.
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v4.0 2026-05-14 major
Round 2: polish, proof, performance.
- Work-filter chips wired up (data-tags driven, persisted); “Coffee Cups ∞” hero stat → “Case Studies”; “last shipped” footer stamp.
- Image weight −3.4 MB; light theme contrast audit 163 → 3 outstanding issues.
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v3.9 2026-05-14 dev-signal
Dev-signal files —
humans.txt,/.well-known/security.txt, curl-able/api/availability.json, this feed’sfeed.xml, and a real git-log footer pulled from GitHub. -
v3.5 2026-05-14 major
Round 1 employer-attention pass.
- Unlocked + indexed both case studies, per-case OG images, DRAFT banners dropped; “shipped impact” section; 4-step engagement flow + Hiring/Client toggle.
- Service worker shipped (delivering on the PWA manifest);
/now.htmladded; light-theme toggle with FOUC-prevention bootstrap.
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v3.4 2026-05-13 credibility
Dev-credibility passes —
/uses,resume.json, this changelog.- Added
/uses.html— editor, terminal, hardware, daily software (Wes Bos'suses.techtradition). - Added
resume.json— machine-readable resume in JSON Resume format. - Added this
/changelogpage.
- Added
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v3.3 2026-05-13 case-studies
Recruiter-safe case-study scaffolds — iterate in public without the embarrassing draft markers.
- Added
case-studies/wms.htmlandcase-studies/pamanaland.html. - Shared
case-study.csswith window-chrome code blocks, metric grid, and CTA cards. - Marked draft pages
noindex,nofollow— excluded from sitemap until polished. - Replaced literal
TODOplaceholders with neutral “in progress” framing + a DRAFT banner at the top of every draft.
- Added
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v3.2 2026-05-13 hire-funnel
Conversion + outbound — turning the portfolio into a hiring funnel I can measure.
- Added Cal.com booking button in the Hire Me card (15-min intro call).
- Designed
cover.html— 1200×630 OG image you screenshot to PNG. - Added interactive dev terminal — press
`to open. Real commands:help,ls,cat resume,skills,sudo hire-me… - UTM-aware welcome pill —
?utm=linkedinrenders “welcome from LinkedIn” and stamps the source in the live stats footer. - LinkedIn copy-paste pack:
linkedin-summary.mdwith headline, About, all 5 experience blocks, skills, recommendation script.
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v3.1 2026-05-13 prod-ready
Ship-readiness — SEO, accessibility, performance, fallbacks.
- JSON-LD
Personschema,sitemap.xml,robots.txt, PWA manifest. - Netlify Forms contact form with honeypot + success state.
- Real-time visitor counter (counterapi.dev) with 30s polling + localStorage fallback.
- Live GitHub events graph & recent-repos panel from
api.github.com. - Skip-to-content link,
focus-visibleoutlines, auto-injected ARIA labels on icon-only buttons. - 404 page in terminal-style.
- Matrix rain + particles pause when offscreen / tab hidden — meaningful CPU savings.
- GitHub API responses cached 30 min in localStorage — gracefully degrade to cached or rate-limit notice instead of falling back to fake commit data.
- Contact form falls back to
mailto:on localhost since Netlify Forms only work after deploy.
- JSON-LD
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v3.0 2026-05-13 major redesign
Full redesign from a generic FH5co template into a dev-by-dev cyber-themed portfolio.
- Replaced light theme end-to-end — dark cyber gradient + neon grid.
- Redesigned About: developer.js code card + about-panel pillars +
profile.configterminal panel. - Redesigned Resume timeline: single-rail card list with file-path tabs, period badges, and tech chips per role.
- Redesigned Services: numbered cards 01–11 with terminal command headers, deliverable bullets, and stack chips.
- Redesigned Skills: 4 categorized cards with animated bars; replaced redundant pie+progress duplication.
- Redesigned Tools & Stack: 6 grouped categories (
#ai · assistants,#automation · no-code, etc.). - Redesigned Work: thumbnail + status badge + tech chips + file-path tabs, with filter pills.
- Redesigned Case Studies placeholder as a terminal
lslisting. - Redesigned Hire Me: full availability card with 4 CTAs, copy-email, meta footer.
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v2.5 2026-05-13 resume-aligned
Aligned every visible field with the actual resume PDF.
- Rewrote all 5 work-experience entries to match the resume bullets (Ag-Grid, jsPDF, SAP integration, FAREYE API, Xero, Eversign, SilverStripe, SEMrush, Ahrefs, etc.).
- Fixed Octal title:
Software Engineer→Software Developer. - Fixed Uratex: was “Multiflx RNC, 2022–2024” → “Uratex Philippines, Mar–Oct 2022”.
- Added
1.50 GPAto education. - Added current-employment bullets: Flutter WMS mobile app + Vibe Coding with Claude AI.
- Added libraries-and-integrations stack group (Ag-Grid, jsPDF, SurveyJS, Vuetify, SAP API, XERO, Eversign, ABN Lookup, Google Maps).
- Added SEO · marketing stack group (SEMrush, Ahrefs, SEO).
- Email switched site-wide to
turayalemmuel@gmail.com(matches the PDF).
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v2.0 2026-05-13 hyperframes
Advanced interactive layer — HUD, palette, hyperframe brackets, tilt.
- Fixed HUD (top-right): live clock, FPS, scroll %, current section, views, theme switcher, rotating “now:” status.
- Command palette (
Ctrl+K//) with fuzzy filter, keyboard nav. - Side-rail section navigator (right edge) with active-state dot.
- Right-click context menu replaced with dev-themed actions (copy email, jump to…, konami).
- Keyboard shortcuts help overlay (
?). - 3D mouse-tilt on cards.
- Hyperframe corner brackets on the code card.
- Theme switcher (cyber / matrix / sunset) with localStorage.
- Hover tooltips on every tech chip / tool badge.
- Project filter pills + tech tags per work tile.
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v1.0 2026-05-13 foundation
Foundation pass — futuristic theme, custom fx, dev-by-dev personality.
- Boot-sequence loader.
- Top scroll-progress bar.
- Custom dot+ring cursor + magnetic hover.
- Matrix code rain in hero + particle network in services.
- Cycling typewriter terminal-tag.
- RGB-split glitch on hero name + heading hover-jitter.
- IDE code-card with syntax-highlighted developer object.
- Mini contribution heatmap (mocked at the time).
- Console welcome message + Konami code easter egg.
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v0.1 prior origin
Generic FH5co-derived single-page portfolio — light theme, alternating timeline, basic services grid. Starting point.
Built & iterated in public. Back to portfolio · github.com/kon2raya24