JARVIS existed on iPhone and on the web. This week it got a real Mac app: a Command Centre with 11 glass panels across compact, dashboard, and immersive layouts, a menu bar companion showing the next meeting and live state, an always on top ambient orb you can drag anywhere and it remembers where you left it, and a startup sequence where the orb blooms from the centre of the screen, the wordmark appears, then it flies to the corner. No splash screen, because a splash screen is really just an admission that your app takes too long to open.
None of it worked right the first time. The glass panels had no blur at all, because drawingGroup() was rasterising the NSVisualEffectView underneath it, the kind of bug that only shows up once you actually look at the running app instead of the preview. I fixed that, then found the glass was still wrong, just differently: an opaque tint instead of real transparency. Two separate bugs, same symptom, a day apart. The menu bar item rendered blank because SwiftUI silently refused to draw the custom label view. Escape didn’t collapse the Command Centre, because the keyboard shortcut was wired to a zero size SwiftUI button, which never fires. Voice didn’t hear anything at all, because the app was missing the speech recognition sandbox entitlement, an easy one to miss because the code compiles fine and just quietly does nothing at runtime. And the Mac build shipped with no app icon, which is its own small kind of embarrassing.
By the end of the week the orb responded to single click for voice and double click to open the Command Centre, the Desk tab had full create, edit, and delete instead of being read only, the dashboard layout matched the actual web app instead of a grid I’d invented from memory, and the shared calendar, weather, and waitlist popups moved into one design system instead of being copied between iOS and macOS.