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BREAKING: SpaceXAI has released another major new update for Grok Build (v1.0.22) This update is focused on smoother workflows, better safety and improved reliability. It adds stronger desktop and MCP integration, clearer file-edit previews, a redesigned dashboard and better subagent support. It also fixes problems with sessions, skills, authentication...

28,490 görüntüleme • 12 saat önce •via X (Twitter)

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BREAKING: SpaceXAI has released another major new update for Grok Build (v1.0.19) This update improves background task handling, adds transparent terminal themes, worktree support for headless sessions, and better session/dashboard controls. It also fixes UI freezes, crashes, feedback issues, clickable URLs, and makes the first prompt after login faster. Breaking Changes • Scheduled /loop tasks always run in the background; they no longer inject turns into your conversation. Features • New terminal theme option makes backgrounds transparent so the terminal's own colors show through. • MCP servers blocked by organization policy now show clear messages and are refused before any config change. • Session resume now tells the model what loops, subagents, and workflows were still running. • Dashboard now shows newly dispatched sessions immediately instead of waiting for the store. • Headless sessions (grok -p) now support the --worktree flag to run in a separate git worktree. • Dashboard now says 'Open session' instead of 'Add session' for the session picker button. • Multi-line bash commands now render with proper wrapping and highlighting when opening the block viewer. • /usage now works from the dashboard and shows account allowance when no session is active. Bug Fixes • Fixed mid-turn UI freezes when the terminal stops reading output. • Fixed crashes that occurred when the terminal pane was closed while grok was exiting. • MCP server list in minimal mode now correctly shows policy-blocked servers. • URLs that wrap across multiple lines inside quotes or lists are now fully clickable. • The welcome screen composer now grows taller when you paste multi-line text. • Enterprise policy files are no longer deleted on startup when your team login is stored at a custom GROK_AUTH_PATH. • /feedback now drops unsupported images with a notice (matching the modal) and never loses your report text on save errors. • Feedback drafts keep their paragraph breaks when updated, and the modal no longer switches tabs unexpectedly. • Turn summary lines no longer lose their spacing after background tasks finish. • Thinking blocks no longer stay expanded after switching between fullscreen and minimal modes. Performance • First prompt after login is faster when MCP servers are configured; they connect in the background. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok update

DogeDesigner

424,532 görüntüleme • 3 gün önce

BREAKING: SpaceXAI has released a major new update for Grok Build (v1.0.14) Grok v1.0.14 is a reliability and workflow update for the Grok CLI. It makes OIDC token refresh proactive, lets PostToolUse hooks send feedback back to the model after tools run, adds per-turn token and cost tracking via grok usage, and cuts Windows downloads by about 70%, with a large set of fixes that tighten sandboxing, subagent handling, hooks, and startup. Features: • OIDC token refresh is now proactive by default for better reliability. • PostToolUse hooks can now provide feedback and context to the model after tool execution. • SDK-registered PostToolUse hooks now provide model-facing feedback. • grok usage now shows persisted per-turn token and cost data. • Retry status in composer and title now shows a short reason for the retry. • Models can now declare a different identifier for each reasoning-effort level instead of always sending the same id. • Prompt suggestions now respect remote configuration and default to the current session model. • Windows CLI downloads are now ~70% smaller using the same compressed sidecars as macOS and Linux. Bug Fixes: • grok inspect now correctly shows Claude bypass locks as advisory rather than enforced. • Subagent sessions no longer leak threads or file descriptors when the parent is busy. • Cold startup no longer performs duplicate remote settings fetches. • Compaction failures due to context size now degrade input instead of retrying identically. • --sandbox strict now restricts writes to ~/.grok/sessions only. • Subagent spawning now waits longer on a busy coordinator and shows clearer retry guidance instead of "unreachable". • Failed task and todo tool calls now appear in the transcript instead of disappearing without a trace. • Composer status row no longer collapses or flashes when using double-Enter to send now. • Session close is no longer delayed by a single slow hook; each SessionEnd hook now has its own timeout. • Hook removal in the extensions modal no longer offers actions that the handler will refuse. • Interjections during a turn are now delivered atomically or not at all. • Subagent tasks no longer get incorrectly cancelled when the parent session is waiting for completion. • Workflow detail view now closes the overlay on X or outside click instead of returning to the run list. • Resuming subagents now succeeds for larger transcripts that still fit the model context with headroom. Performance: • Startup now fetches remote settings only once per boot instead of potentially twice. • First message on large repositories no longer waits on repository status scan. • Large session memory no longer blocks the agent during turn completion or subagent spawning. • Signed-in CLI starts faster by serving remote settings from a local cache on warm boots. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok update

DogeDesigner

51,855 görüntüleme • 7 gün önce

SpaceXAI just released a new update for Grok Build. Update to v1.0.11 Features: • Headless sessions are now browsable in the resume picker without mixing into default history. • Default permission mode for new interactive sessions is now configurable. • Turn duration now appears in session history after resume. • Turn footers (Worked for, cancelled, failed) now appear after /resume. • mkdir and touch no longer prompt in auto mode or safe-command lists. • Subagent messages are now allowed automatically in permission Auto mode. • Headless sessions can now auto-allow permission prompts via a startup hint. Bug Fixes: • Permission prompts for common command chains and subcommands are now more reliable. • Blocked prompts no longer appear in conversation history or scrollback after restart. • Background monitors no longer have a 10-hour default timeout. • Mouse input at the right margin no longer types characters into the prompt on certain terminals. • Pasting text ending in a newline no longer accidentally submits the prompt on some terminals. • Auto mode now shows a permission card when the classifier blocks an action on interactive sessions. • Image previews no longer leave ghost artifacts when using the Kitty protocol on Warp. • Expanded Execute tool output no longer snaps closed during live progress. • /voice now falls back to parec/arecord on older PipeWire installs. Performance: • Background command waits now finish as soon as the process exits. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok update

DogeDesigner

47,710 görüntüleme • 12 gün önce

The Visual Studio Code insiders version that just shipped and will ship in the next few days will come with an insane amount of new capabilities. A few highlights: - You can now run sub-agents in parallel. Yes, really. I even attached a video. - Major UX improvements for sub agents, especially visible in the chat window - A new search tool wrapped as a sub-agent that iteratively runs multiple search tools: semantic_search, file_search, grep_search Which connects nicely to the point above: multiple searches running in parallel, efficiently and fast - Anthropic’s Message API is now enabled by default - You can choose the model for the cloud agent (three available, all premium) - Extended thinking support when using the Claude cloud agent This is part of the broader multi-vendor cloud support under AgentsHQ I wrote about a few weeks ago - Tasks sent to the background agent (basically the CLI tool) now always run in isolation, each with its own git worktree - In a multi-repo workspace, assigning a task to a cloud agent prompts you to choose the target repo Same behavior when opening an empty workspace with no repo - Support for building an external index for files not supported by GitHub’s default indexing - UI/UX improvements for starting new sessions and switching between local / background / cloud agents - Skills are now first-class citizens, just like prompt files, with better UX indicating when a skill is loaded - Improved API for dynamic contribution of prompt files New V2 includes skills as part of the model. Curious to see the extensions that will leverage this - Finally, initial support for showing context usage percentage per session - Skills are enabled by default - Resizable chat window and session view. Small thing, but it was driving me crazy 😁 - A new integrated browser meant to replace the old simple browser Maybe the beginning of real browser use? - Better UI/UX for token streaming in chat - Ability to index external files not supported by GitHub There’s a lot more. Some of it hasn’t fully landed yet, but everything that has is already in Insiders. The next stable release should drop in early February. As usual, I’m just shocked by the volume of features this team ships every month. After the holiday slowdown, this one is shaping up to be a wild release.

Oren Melamed

29,555 görüntüleme • 7 ay önce

Hermes Desktop does not have to stay exactly the way it shipped. You can build the tools you wish were already inside it. A project dashboard. A Bot control panel. A research tracker. A queue for work that needs your attention. A status board for scheduled jobs. A set of quick actions you use every day. That is what the Hermes Desktop Plugin SDK opens up. SDK is the technical name, but the idea is pretty simple: It gives you a way to add your own tools and interfaces directly inside Hermes Desktop. A plugin can add its own page, pane, sidebar item, status-bar element, keyboard shortcut, command-palette action, or composer extension. And it can work with live Hermes data, including things like sessions, config, Skills, and Cron. So if you keep asking Hermes to recreate the same dashboard, show the same information, or give you the same controls... you may be at the point where that workflow deserves to become an actual part of your Desktop. The starting point can be surprisingly lightweight too. A basic local plugin can be a single `plugin.js` file under: `$HERMES_HOME/desktop-plugins/ /` No Hermes repo clone. No separate build step. The bigger idea here is not “turn every prompt into an app.” It is that Hermes Desktop can become much more personal than the interface you downloaded. When a workflow proves useful enough, you can give it its own permanent place. Video via Brooklyn! — a good look at what this can actually become.

Hermes Release Watch

15,035 görüntüleme • 10 gün önce

Today, North Kivu is witnessing a transformation unlike anything seen since the Democratic Republic of Congo came into existence. A new road is under construction, stretching from Sake to Masisi Centre—marking just the beginning of a new era. The people of Masisi, long tormented by impassable roads, will no longer spend days struggling to survive journeys that should take hours. At the same time, Goma is experiencing a renaissance. Water now flows across the city where, not long ago, people endured weeks—even months—without it. Those once responsible for public services profited from the population’s misery by selling water from tankers. That chapter is closing. Today, water is a right, not a privilege. Electricity is stable and reliable. Since the departure of the Kinshasa regime, blackouts have become a thing of the past. Cleanliness now defines the city, greeting every visitor with a sense of pride and order that was once unimaginable. Security has improved drastically. Goma is now 99% safe, even in the face of challenges created by the reckless distribution of weapons and cash by the previous regime. Our security forces have refused to rest—they work tirelessly to safeguard the people. Areas like Ndosho, once gripped by fear and sleepless nights, now stand as symbols of the peace and stability brought by AFC/M23. Banks are open and functioning, with plans already in motion to extend banking services to rural communities. In the countryside, food is so abundant that the leadership is now focused on opening up larger markets to prevent the surplus from going to waste. All of this has been achieved in less than three months—through leadership rooted in unity, diversity, equity, inclusion, gender equality, and equal opportunities for all children. Imagine what will be achieved in five years! The era of poor leadership is fading like smoke. In its place, the people of North Kivu are witnessing real progress, restored dignity, and renewed hope in the liberated areas. What Kinshasa failed to deliver for decades is now being done—with purpose, transparency, and results.

Manzi Willy

68,942 görüntüleme • 1 yıl önce

Sure, but the idea of simplifying the appearance of Fortnite, the locker and the shop are all going in the exact opposite direction of simplicity. Equipping cosmetics takes double, if not triple the clicks. The UI is impractical and janky, not to mention the introduction of buttons and drop-down menus that were far easier to access previously. Selecting a skin to rotate it, preview it or even spin it around now requires clicking on it, which then applies it to your loadout. Previously this needed a confirm button so you could preview and choose skins, backblings etc without loosing your currently equipped on if you want to go back. Wraps are not included as part of a character's preset despite being completely relevant to the skin worn. Changing emotes, lobby tracks, and all cosmetics now means you have to back out and change tabs, something that could have previously been done on 1 page. The sectioned tabs make sense with new types like LEGO Kits, Cars, Instruments but there's no need to separate Character from Wraps, Emotes or Lobby. Archiving or Favoriting items can no longer be done in batches or quickly. Previously all you had to do was click once per cosmetic on the button but now you have to enter a drop down and select it for every individual item. Applying wraps to all slots now requires a drop down menu rather than simply clicking the button at the bottom. Swinging a pickaxe or redeploying a glider is near impossible to do and feels like more of a chore to actually accomplish with the drop-down menu. It overlays onto other items meaning as soon as it's clicked the menu vanishes and switches to another cosmetic before the animation can even begin. Cosmetics in the locker can be searched by seasons using "S1-17" but after S18+ they no longer filter. Entering the drop-down menu or right-clicking anything in the locker accidentally immediately takes you all the way back to your currently equipped item when exiting. The filter menu requires an "apply" button to be pressed rather than simply closing and applying when selecting one of the filters, taking longer and more clicks to simply find your recent items or remove a filter. The filter menu was also better as a side panel so you don't have to move your cursor to the center of the screen and back every single time. As a side panel it also allowed for more options to be displayed, whereas the current one requires a huge scroll bar to simply filter by favorite. The presets menu scroll wheel also zooms the skins in and out as you scroll up and down the list. Because of the randomize preset button, the list compared to when saving a preset is all moved up by 1, becoming disorientating to where the preset was in relation to the rows. The shop no longer displays item descriptions or set names on cosmetics - now requiring a click on each individual item when there is adequate space to do so. The new shop and locker appearance can be accustomed to, however, it NEEDS the basic functionality and user-friendly UI elements that the previous ones had. Simple buttons at the bottom to favorite, swing, redeploy and equip. Less tabs to switch between, less clicks required to complete simple tasks and less feeling like there's a battle against the UI itself just to equip the cosmetics you paid for. We appreciate the moves the renew the locker and shop, but in terms of functionality and user interaction, there is nothing we want more than the old one back or the old one's elements merged into the new appearance. Thank you.

FNAssist

178,895 görüntüleme • 2 yıl önce

You don't understand... Higgsfield MCP + Claude just automated AI film making. Every single step you used to grind through to make an AI movie, you can now do 10x faster. Drop the script into Claude Opus 4.8 and say: "Here's my script. Break it into a full shotlist. Shot number, scene, shot type, camera move and the action in each frame." Now the whole film is mapped, shot by shot. - Pull your assets. Ask Claude: "From this shotlist, list every character, every location and every prop across the whole film." That's your build list. The stuff you would need to generate and give as references in next steps. - Build the character sheets. Higgsfield MCP is connected, so Claude has hands now to do stuff directly. It generates the images itself. Have the full body, back view and close up in the character sheet. One per character. Each sheet becomes the locked reference for that face. Same move for locations, generate the empty plate for each one before anyone steps into it. - Generate the frames. Feed Claude the references plus the shot and have it write and fire the Seedance 2.0 prompt. "Using the lead's character sheet and the alley plate, generate shot 4 in Seedance 2.0. Low angle, slow push-in, rain." Claude builds the prompt, calls Seedance 2.0 and the frame lands back in chat. Use a Seedance 2.0 skill to teach Claude how to prompt it properly. Now, there are 3 ways to make the shots. Pick one per scene. - Pure prompting. Fastest one. You describe the action in words and let Seedance interpret it. For consistency across a sequence, feed it a frame from the previous shot so the look carries. - Storyboarding. You hand it a panel and it matches that composition exactly. Way more control over how the shot is framed. The tradeoff is that it can introduce more cuts than you actually want. - Path Control System This is the latest technique Seedance 2.0 technique. Generate a still base plate of the scene. Draw a red line across it to mark the exact path of the movement, then describe what's happening. Seedance follows that line for the action. Also ask Claude to remove the red line when animating. This is the one for anything where motion has to land precisely. The output reads like real live action. - Lastly, generate every clip you need, then cut them together. Get it to Capcut for editing and audio design. And that's it. The pipeline that used to need a full crew and a studio can now run from one Claude chat. 2026 is gonna be wild

Rez Karim

10,951 görüntüleme • 3 ay önce

After a few more hours, I think I've figured out Opus 5. Opus 5 is trained to be more agentic than anything I've used. All Claude 5 models are like that. So what changes? The way to interact with Opus 5 or contextualize it won't work the same way as with other models. It loves exploring, so it doesn't need much guidance for it. Unique preferences, artifacts, and references compliment it well and enable cleaner and more effective exploration and execution. Now that it can explore more effectively on its own and understand intent better, the best thing to do is to get out of its way (e.g., it doesn't need examples of your preferences; a clear high-level description of it works best). It's truly agentic in that sense. A good first step to provide better context for Opus 5 is to distinguish between what's situational and what needs persistence. Regardless, persistent system prompts and CLAUDE.MD needs to stay lightweight. Remove memories and tool descriptions from these. CLAUDE.MD is also a great place to tap into progressive disclosure by linking command/skills to it. On the situational side, agent skills and auto-memory can leverage progressive disclosure and the improved ability of the model to use its external context/knowledge. Conflicting and unnecessary instructions, which are common at this layer (mainly to ensure reliability), are going to throw off this model easily. That's the biggest change I had to make. Simple, clean, and clear prompts and skills work best. I had to clean a lot of my skills and system prompts. The way I prompt remains the same (usually clear and well-scoped). MCP tool descriptions are also more descriptive and have been deduped from the system prompt. Anthropic released a guide on the new rules for context engineering, which was helpful here. I started to test the recommendations and created a little artifact with the things that worked along the way. This might feel like a lot of work. Believe me, it has been frustrating. But I think we can expect future frontier models to become more agentic and smarter at figuring out the right context/gaps. The best thing to do is to prepare for that now. Boris Cherny mentioned that Opus 5 is their least prompt-injectable model yet. I am not sure if that was something they intentionally trained for or if it emerged based on how it was trained, which is to be extremely agentic in nature and more direct in execution.

elvis

37,685 görüntüleme • 1 ay önce

I had the same thought so I've been playing with it in nanochat. E.g. here's 8 agents (4 claude, 4 codex), with 1 GPU each running nanochat experiments (trying to delete logit softcap without regression). The TLDR is that it doesn't work and it's a mess... but it's still very pretty to look at :) I tried a few setups: 8 independent solo researchers, 1 chief scientist giving work to 8 junior researchers, etc. Each research program is a git branch, each scientist forks it into a feature branch, git worktrees for isolation, simple files for comms, skip Docker/VMs for simplicity atm (I find that instructions are enough to prevent interference). Research org runs in tmux window grids of interactive sessions (like Teams) so that it's pretty to look at, see their individual work, and "take over" if needed, i.e. no -p. But ok the reason it doesn't work so far is that the agents' ideas are just pretty bad out of the box, even at highest intelligence. They don't think carefully though experiment design, they run a bit non-sensical variations, they don't create strong baselines and ablate things properly, they don't carefully control for runtime or flops. (just as an example, an agent yesterday "discovered" that increasing the hidden size of the network improves the validation loss, which is a totally spurious result given that a bigger network will have a lower validation loss in the infinite data regime, but then it also trains for a lot longer, it's not clear why I had to come in to point that out). They are very good at implementing any given well-scoped and described idea but they don't creatively generate them. But the goal is that you are now programming an organization (e.g. a "research org") and its individual agents, so the "source code" is the collection of prompts, skills, tools, etc. and processes that make it up. E.g. a daily standup in the morning is now part of the "org code". And optimizing nanochat pretraining is just one of the many tasks (almost like an eval). Then - given an arbitrary task, how quickly does your research org generate progress on it?

Andrej Karpathy

1,653,260 görüntüleme • 6 ay önce