Memories are the only drillable rows, so give them the primary "clickable"
ink and demote skills (dead-ends) to the muted complement — previously the
non-openable skills wore the link-looking primary color. Flipped in both
the TUI and CLI palettes for parity.
The renderer kept a braille canvas, char-field scene, star-glyph/orbital
helpers, and seed/links params from earlier visual iterations that the
final timeline bar chart never uses. Remove them (~190 lines), simplify
the empty-state placeholder, and refresh the module + RPC docstrings to
describe what actually ships.
Collapse the two-step slice list → detail page into one scrollable tree:
each timeline slice is a parent header with its skills + memories nested
under ├─/└─ branch chars, ordered oldest → newest (children now sorted
chronologically in the renderer). One cursor walks the whole tree; Enter
still opens a memory's body. Drops the separate detail mode.
Terminal rendition of the desktop Star Map / Memory Graph: learned skills
and memories on a timeline, shared by `hermes journey` and the TUI
`/journey` overlay via one size-aware Python renderer
(agent/learning_graph_render.py).
- TUI overlay mirrors /agents: static chart overview + selectable slice
list → slice detail → single skill/memory body, with the shared
inverse-row selection treatment and a pinned footer.
- Reuse primitives: extract OverlayScrollbar into its own module (now
shared with agentsOverlay), scroll the item body via ScrollBox, and
unify both lists through one table-driven ListRow.
- No animation/playback in the TUI — pure data; the renderer's reveal
scrubber stays available in the CLI (`--play`, `--reveal`).