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BREAKING: SpaceXAI just released Grok Build v1.0.36 with new dashboard controls, live background task streaming, and major bug fixes. This update adds a dashboard preview toggle, stronger organization policy controls, and live streaming for background shell commands. It also fixes sandbox trust, pinned agents, configuration handling, MCP authentication, and...

33,504 просмотров • 1 день назад •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

440,285 просмотров • 15 дней назад

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 and background commands while making sessions faster to open and resume. Features Built-in agent tools now take precedence over user MCP servers when tool names collide. Desktop app tools are now available through a dedicated first-party MCP server. Remote control pickers can now group servers by device using announced device identity. edit_file diffs now show real file line numbers instead of starting at line 1. Permission prompts for file edits now auto-expand the diff row so you can see the change before approving. Sending a message to a finished subagent now continues that same subagent instead of failing. Background subagent completion messages now show the actual output instead of just a pointer to run the tool. Dashboard now shows a unified header with a location picker and an actions row for creating agents or resuming previous sessions. New grok-workspaced daemon mode lets a long-lived process expose folders to the Computer Hub, separate from the Desktop-supervised sidecar. Bug Fixes MCP connectors now correctly show when they need re-authentication, even if no tools are listed. Extensions modal shortcuts now work when the tab bar is focused, and invalid actions on headers show helpful messages. The Send now button and shortcuts now work correctly when an automatic background turn is running. Resumed sessions now show the exact text you typed for mid-turn follow-ups instead of the wrapped system message. The /skills command now updates the model with newly installed skills, even when written from another NFS client. Auto mode no longer instantly runs destructive git checkout -- commands; they now go through the model for safety. Fixed a crash that could occur when restoring pasted content after certain skill injections or rewinds. Subagents and workflows now respect the same bash timeout and auto-background settings configured for the parent session. Fixed model backend selection so an explicit chat_completions setting in config.toml is no longer overwritten by same-slug siblings. Slash command advertisements no longer spam repeatedly when your current directory is your home folder. Foreground shell commands no longer produce spurious background-task reminders or incorrect kill results. Queued follow-up buttons now appear in the order [Send now][edit][Cancel]. /compact instructions in the pager are now passed to the compaction backend. Bare /compact is unchanged. /goal, and resume after pressing Esc, now correctly starts the goal planner instead of failing with “Planning failed.” run_terminal_cmd now correctly tells the model that foreground commands are backgrounded after approximately 15 seconds instead of the 120-second timeout value. Skill announcements no longer repeat the same list of available skills multiple times in a session. Monitor events in multi-session processes now correctly wake idle sessions instead of being buffered until the next prompt. Performance Opening or resuming sessions no longer pauses the interface while reading MCP configuration files. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok update

DogeDesigner

62,147 просмотров • 12 дней назад

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 просмотров • 23 дней назад

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

52,351 просмотров • 19 дней назад

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 просмотров • 8 месяцев назад

Build AI agents on a time-aware knowledge graph! Utopia is an open-source knowledge system that turns documents, databases, and connected sources into a temporal graph your agents can reason over. Most RAG systems are optimized for one question: what is relevant right now? That works until the underlying knowledge changes. A customer contract gets updated. A project owner changes. A policy is revised. A previous fact may no longer be true, but simply overwriting it means the system loses the history behind that change. Utopia handles this with a bitemporal knowledge graph. Each fact can track both when it was true in the real world and when the system learned about it. When something changes, the old fact is preserved instead of silently disappearing. That means an agent can reason about questions like: • What is true now? • What was true three months ago? • When did this information change? • What evidence was the conclusion based on? The graph is also ontology-aware, so documents are represented as entities, facts, and relationships instead of only chunks and embeddings. That gives the system more structure for reasoning across relationships, resolving entities, detecting conflicting facts, and deriving new information through explicit rules. Key capabilities: • Bitemporal knowledge graph for tracking how facts change over time • Provenance on facts so agents can trace where information came from • Conflict detection instead of silently overwriting contradictory information • Ontology-based reasoning across entities, relationships, and derived facts • Hybrid retrieval across full-text search, vector search, and graph traversal • MCP and agentic RAG support for exposing the knowledge layer directly to agents The interesting part is that this turns the knowledge base into more than a retrieval system. Instead of only finding relevant information, an agent can reason over what changed, what is still valid, how facts are connected, and where each conclusion came from. 100% open source. I've shared the GitHub repo in the comments!

Sumanth

16,653 просмотров • 11 дней назад

Today's real crypto news killed me in a video game 💀 This is Crypto Crash. I built it this afternoon with the ChainGPT AI skill for Claude Code. It's a Chrome dino-style runner, but every system in it is plugged into a live source. The ground you run on is BTC's actual 24-hour price chart. Hills are the pumps. Valleys are the dumps. When the market is bearish, you literally run downhill toward the FUD. The sky and the world's color palette flip based on the market's emotional state, scored 0 to 100 by the ChainGPT LLM reading today's headlines. Anxious days look like an orange storm. Euphoric days look like a parade. The obstacles are goblins, ghouls, wolves and a flying bird. Each one carries a real bearish headline pulled live from the ChainGPT News API. When one hits you, the game-over screen tells you exactly which piece of FUD ended your run. Three ChainGPT capabilities, woven into a single experience: the LLM, the News API, and live price data. The skill stitched them together in a single afternoon. I just had the idea. Here's what's interesting beyond the game itself. Web3 products have always had access to live data. What's new is that AI can now turn that data into experiences, environments and feedback loops on demand, with one prompt. ✅ A trading dashboard that gets more aggressive when fear spikes. ✅ An NFT marketplace whose homepage matches today's mood. ✅A token site that visibly reacts when its chain is under attack. ✅A streamer overlay that changes with every breaking headline. The plumbing is done. The hard part now is deciding what you build on top of it. Open Claude Code. The skill is one install away. /plugin install ChainGPT-org/chaingpt-claude-skill

ChainGPT

25,542 просмотров • 3 месяцев назад

Every serious Claude Code user is using this repo. if you're not, you're leaving 90% of Claude Code's power on the table. It's called claude-code-best-practice - 84 sourced tips, implementation examples for every major feature, workflow comparisons across 8 major repos, and the actual tips from Boris Cherny (creator of Claude Code) compiled in one place. Here's what's actually in it: → 84 tips organized by category -- prompting, planning, CLAUDE.md, agents, commands, skills, hooks, workflows, debugging, utilities, daily habits → best practice + implemented examples for every core concept: subagents, commands, skills, hooks, MCP servers, plugins, settings, memory, checkpointing, CLI flags → workflow comparison table -- Superpowers, BMAD-METHOD, Get Shit Done, OpenSpec, gstack, HumanLayer -- what makes each unique, how many agents/commands/skills each has → orchestration workflow -- Command → Agent → Skill pattern with a live demo → Boris Cherny tips compiled across 3 tweet threads (13 + 10 + 12 tips) and 5 podcast/video appearances → "billion dollar questions" section -- open questions about CLAUDE.md, agents vs commands vs skills, specs -- that nobody has definitively answered yet here's a few of the tips that actually change how you use it: → use subagents with "say use subagents" to throw more compute at a problem -- offload tasks to keep your main context clean → spin up a second Claude to review your plan as a staff engineer before executing → CLAUDE.md should target under 200 lines -- wrap domain-specific rules in ` ` tags so Claude doesn't ignore them as files grow → compress KV context at max 50%, not at the end -- avoid the "agent dumb zone" by doing manual /compact proactively → after a mediocre fix: "knowing everything you know now, scrap this and implement the elegant solution" was #1 trending on GitHub in March 2026. 19.7K GitHub stars. 1.7K forks. MIT license. 100% open source. (link in the comments)

Sukh Sroay

113,759 просмотров • 5 месяцев назад

Introducing the Agent Virtual Machine (AVM) Think V8 for agents. AI agents are currently running on your computer with no unified security, no resource limits, and no visibility into what data they're sending out. Every agent framework builds its own security model, its own sandboxing, its own permission system. You configure each one separately. You audit each one separately. You hope you didn't miss anything in any of them. The AVM changes this. It's a single runtime daemon (avmd) that sits between every agent framework and your operating system. Install it once, configure one policy file, and every agent on your machine runs inside it - regardless of which framework built it. The AVM enforces security (91-pattern injection scanner, tool/file/network ACLs, approval prompts), protects your privacy (classifies every outbound byte for PII, credentials, and financial data - blocks or alerts in real-time), and governs resources (you say "50% CPU, 4GB RAM" and the AVM fair-shares it across all agents, halting any that exceed their budget). One config. One audit command. One kill switch. The architectural model is V8 for agents. Chrome, Node.js, and Deno are different products but they share V8 as their execution engine. Agent frameworks bring the UX. The AVM brings the trust. Where needed, AVM can also generate zero-knowledge proofs of agent execution via 25 purpose-built opcodes and 6 proof systems, providing the foundational pillar for the agent-to-agent economy. AVM v0.1.0 - Changelog - Security gate: 5-layer injection scanner with 91 compiled regex patterns. Every input and output scanned. Fail-closed - nothing passes without clearing the gate. - Privacy layer: Classifies all outbound data for PII, credentials, and financial info (27 detection patterns + Luhn validation). Block, ask, warn, or allow per category. Tamper-evident hash-chained log of every egress event. - Resource governor: User sets system-wide caps (CPU/memory/disk/network). AVM fair-shares across all agents. Gas budget per agent - when gas runs out, execution halts. No agent starves your machine. - Sandbox execution: Real code execution in isolated process sandboxes (rlimits, env sanitization) or Docker containers (--cap-drop ALL, --network none, --read-only). AVM auto-selects the tier - agents never choose their own sandbox. - Approval flow: Dangerous operations (file writes, shell commands, network requests) trigger interactive approval prompts. 5-minute timeout auto-denies. Every decision logged. - CLI dashboard: hyperspace-avm top shows all running agents, resource usage, gas budgets, security events, and privacy stats in one live-updating screen. - Node.js SDK: Zero-dependency hyperspace/avm package. AVM.tryConnect() for graceful fallback - if avmd isn't running, the agent framework uses its own execution path. OpenClaw adapter example included. - One config for all agents: ~/.hyperspace/avm-policy.json governs every agent framework on your machine. One file. One audit. One kill switch.

Varun

142,992 просмотров • 6 месяцев назад

A viral paper "Language Model Represents Space and Time" recently claims that LLMs learn "world models". As much as I like Max Tegmark's works, I disagree with their definition of world model. World model is a core concept in AI agent and decision making. It is our mental simulation of how the world works given interventions (or lack thereof). A world model captures causality and intuitive physics, telling the agent what is likely and what is impossible. It can and should be used for counterfactual reasoning, i.e. "what ifs": what would happen if I knock over a cup of water? Where would I have been if I had not taken that bus? Yann LeCun Yann LeCun says it well in his position paper ( I quote: "Using such world models, animals can learn new skills with very few trials. They can predict the consequences of their actions, they can reason, plan, explore, and imagine new solutions to problems. Importantly, they can also avoid making dangerous mistakes when facing an unknown situation." The first use of the term World Model in deep policy learning is attributed to hardmaru & Jürgen Schmidhuber: In their seminal paper, an agent masters shooting skills in the popular game Doom (demo below) by learning in imagination, using an internal world model as a "physics simulator". To put in a simple Python math formula, world model learns a function F(s[0:t-1], a) -> s[t:], which takes as input the observed past and current action, and outputs plausible future states. Now the definition of World Model in Tegmark's paper seems to be about predicting GPS coordinates and time eras. I see this as just a classification task with no causal learning and simulation going on. You cannot make meaningful interventions against that model, nor can you optimize any decision making in a closed feedback loop. As for the "space & time neurons", I think they are most similar to the "sentiment neuron" that OpenAI published in 2017: Predicting GPS is conceptually no different from predicting sentiment in my opinion. I don't think their experimental results are wrong - just that their conclusion is on shaky grounds. I welcome any debate! Paper link:

Jim Fan

594,014 просмотров • 3 лет назад

Impeccable 3.7 brings linting to design. Until now it was a skill you asked for help. Now it's a design-system-aware feedback loop that runs while your agent builds, catching slop and design drift before they land. 🪝 Design hooks for Claude, Codex, and Cursor They run after every UI edit and quietly nudge your agent to fix slop and drift. The output isn't another wall of lint: it separates new findings from already-seen ones, flags clean scans, and asks the agent to use judgment. Fix real issues, leave intentional demos alone, save exceptions to config instead of littering your source. 🎨 Slop detection is now project-aware Reads your actual design system from DESIGN.md, your typography, palette, radius scale, and tokens, and flags drift from your system, not just generic AI slop: • this font isn't in your design system • this color is outside your documented palette • this radius doesn't match your rounded scale The same engine powers both the hooks and the CLI, and it's where we're investing next. 🖥️ Live Mode, ready for real projects Svelte/SvelteKit now preview variants as temporary framework components with live params, then accept cleanly back into your source component. Manual text edits got evidence / apply / discard routes, insertions preserve their anchors, and mapped lists and JSX slots clean up far more reliably. ⚡ Leaner core, sharper detector Rule-level evals across 3 providers and 4 niches cut guidance with no measurable lift and dropped examples that taught models bad patterns. The detector now skips hidden and screen-reader-only elements, understands OKLCH alpha and Sass-like inputs, and tightened checks for repeated kickers, oversized H1s, clipped overflow, and cramped padding. 🛠️ CLI caught up impeccable detect loads DESIGN.md by default, motion findings name the exact token or cubic-bezier instead of just "bounce," and impeccable ignores gives real CRUD for exceptions. Hooks and CLI share the same ignores. No split-brain config. Plus a much-improved interactive installer with hooks setup built in. Upgrade: npx impeccable install npm i -g impeccable

Impeccable

233,051 просмотров • 3 месяцев назад

Another WTF moment. A developer just open-sourced a coding agent harness that boots 245x faster than Claude Code. It's called jcode. You launch it and the first frame renders in 14 milliseconds. Claude Code takes 3,436. One active session uses 27.8 MB of RAM. Claude Code uses 386.6. Run ten sessions in parallel and jcode holds at 117 MB while OpenCode swells to 3.2 GB. Each agent has a semantic memory graph instead of a scratchpad. Every turn gets embedded as a vector. The graph is queried on every turn for related memories, and a sideagent verifies the hits before injecting them into context. Consolidation runs in the background to check for stale or conflicting facts. No manual /remember calls. No token burn on lookup tools. The provider list is 30+ deep. Claude, ChatGPT, Gemini, GitHub Copilot, Azure, OpenRouter, DeepSeek, Groq, Mistral, Perplexity, Fireworks, Ollama, LM Studio, and any OpenAI-compatible endpoint you point it at. Ran out of tokens on your first ChatGPT Pro sub? /account swaps to the second. Then there's Swarm. Spawn two agents in the same repo and the server manages them. When agent A edits a file agent B has been reading, agent B gets pinged and can check the diff. Agents can DM each other, broadcast to the room, or spawn their own worker teams for parallel tasks. Groups, channels, and completion statuses are handled automatically. The UI has live side panels that render mermaid diagrams inline. To make it fast, the author wrote a Rust mermaid renderer 1800x faster than the JavaScript one, then wrote a custom terminal called Handterm because no existing terminal could do smooth partial-line scrolling. Self-dev mode is where it gets wild. Tell your agent to enter self-dev and it starts editing jcode's own source code, rebuilds the binary, reloads it live, and keeps working across your existing sessions. You can also resume broken sessions from Claude Code, Codex, OpenCode, or pi directly inside jcode. Anthropic's cache goes cold at the 5-minute mark and you're staring down a big cache miss on your next turn? The UI warns you before you spend the tokens. Written in Rust. MIT licensed. Runs on macOS, Windows, Linux, and Termux. Sitting at 11.2k stars with a native iOS app coming.

Brady Long

207,858 просмотров • 1 месяц назад

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 просмотров • 2 лет назад

🌟 Fortnite Ecosystem v41.00 Update Summary 📅 June 5, 2026 🎮 Major Creator Updates: 1️⃣ Sidekicks as NPCs in UEFN Sidekicks are now available as scriptable NPCs in UEFN. Creators can customize how they look, animate them, script behavior with Verse, and even bring a player’s own Sidekick into an island experience. Important note: 🔹 Publishing islands with Sidekick NPCs opens July 23 🔹 Creature based islands may get new Discover opportunities 🔹 Great for monster battlers, cozy farming games, creature RPGs, companion adventures, and more 🔹 Epic plans to feature creature-based islands in a new creature-based Collection page 2️⃣ Custom Weapon Templates Creators can now use Scene Graph weapon templates for: 🔸 Pistol 🔸 SMG 🔸 Assault Rifle 🔸 Shotgun You can customize how weapons look, sound, and play, including mesh, VFX, audio, damage, fire rate, spread, and recoil. Important note: These Scene Graph entities are not compatible with older saving methods like the Save Point device. Epic says to use Verse persistence. 3️⃣ Mobile Controls Upgrade (Experimental) Big step for mobile friendly Fortnite games. 🔹 Touch Input Gestures 🔹 Custom touchscreen control layouts 🔹 Tappable custom HUD widgets 🔹 Verse API to detect touch enabled devices 🔹 New Designing for Mobile guide This should help genres like tycoons, puzzle games, menus, inventories, and mobile first UI feel way better. 4️⃣ Community Events Starting June 8, creators can create events in Fortnite Communities and share them in game. Events can show in: 🔸 Following tab 🔸 Creator Profile page 🔸 Island page 🔸 Island Lobby, if enabled Epic is also testing a Community Events row in Discover, but it will not show for all players and placement is not guaranteed. 🛠 UEFN Workflow Updates: 🔸 Push Changes now incrementally cooks only modified project parts 🔸 New Edit List Panel shows what is live and what still needs a push 🔸 Launch Session now combines multiple session actions 🔸 New Session Inspector gives better visibility into launch and Live Edit status 🔸 New Publishing Report helps catch issues before publishing 🔸 Improved Verse warning panel with direct VS Code links 🔸 New Editor Gizmo System 🔸 Physics setting moved into Island Settings 🔸 New Memory Snapshot tools help identify asset memory costs 🔸 Asset validation now warns when static meshes exceed 30k vertices at LOD0 Important Live Edit note: Live Edit is improved, but some changes can still require Push Changes. The new tools make it clearer what is already live and what still needs to be pushed. ⚠️ Important Publishing Change: Illegal Property Override warnings are now errors in v41.00. That means new or updated islands with these errors are blocked from publishing. Current published versions where the warning appeared will stay live. 👤 Follow a Developer Update: In v41.10, Epic will remove the Follow a Developer button from the Developer Profile Link device. The device itself will still be usable, and existing follower counts are not affected. If your island currently tells players to follow you through that device, update those callouts before v41.10. 🧑‍🚀 Hero Device Star Wars Update: More Star Wars characters have been added to the Hero device for Star Wars islands: 🔹 Luke Skywalker 🔹 Obi-Wan Kenobi 🔹 Mace Windu 🔹 Kylo Ren 🔹 IG-11 🔹 Moff Gideon 🔹 Boba Fett 🔹 Mandalorian (Pen & Ink), Clone Wars Anakin, and Clone Wars Ahsoka were also added to cosmetic-based devices 📦 New Content: 🌾 Cozy and Creature Tools 🔸 Plumpton Architecture Kit 🔸 Plumpton Farm Gallery 🔸 Pet Props Gallery 🔸 Updated foliage 🔸 Plumpton Feature Example ☕ New Prefabs and Galleries 🔹 Latte Landing Prop Gallery 🔹 Latte Landing Bun Store 🔹 Latte Landing Big Shots Cafe 🔹 Latte Landing Krunchy Krickets 🔹 Latte Landing Espresso Experiments 🔹 Latte Landing floors, walls, and roofs 🔹 More Plumpton props, plants, farm, pet shop, tavern, farmhouse, and more 🔫 New Weapons and Items: Weapons: 🔸 Vanguard Burst Rifle 🔸 The Voidblade’s Burst Rifle 🔸 Extending Focus Shotgun 🔸 Reacher Extending Shotgun 🔸 Chaos Exploder Rifle 🔸 Dark Voyager’s Chaos Rifle 🔸 Exotic Overdrive Pulse Rifle 🔸 Exotic Recon Bow 🔸 Exotic Leaping Lightning Gun Items: 🔹 Seven Sliders 🔹 Limitless Seven Sliders 🔹 Brick-a-Bunker 🏃 Player Movement Device Update: More movement settings are now available directly in the Player Movement device, giving creators better control over which players are affected. Includes: 🔸 Jump Fatigue 🔸 Slide Kick 🔸 Shoulder Bashing 🔸 Wall Kick 🔸 Roll Landing 🔸 Glider Redeploy 🔸 Player Flight 🔸 Flight Speed 🔸 Infinite Wall Kicks 🔸 Sprint and boosted jump energy costs 🧪 Experimental and Beta Updates: 🔹 Skeletal Animation in Scene Graph is now experimental 🔹 Physics remains Beta 🔹 Mobile touch controls and gesture support are experimental 🔹 Skeletal Animation in Scene Graph cannot be used in published islands yet 🛠 Community Bug Fixes: 🔸 Fixed server degradation from adding and removing entities 🔸 Fixed some Physics Materials not being exposed 🔸 Fixed some session launch cook errors 🔸 Fixed Fortnite not closing properly after launching a session through UEFN 🔸 Fixed crashes after repeated entity spawning and despawning 🔧 More Fixes: 🔹 Fixed quickbar and phone tool freezes 🔹 Fixed thumbnail capture preview actor issues 🔹 Fixed building on Instanced Static Meshes 🔹 Fixed Live Edit visual update issues 🔹 Fixed several editor crashes and performance issues 🔹 Fixed inventory UI not showing Fortnite item info correctly 🔹 Fixed multiple physics, movement, swimming, gliding, and launch pad issues 🔹 Fixed Scene Graph prefab and Verse path issues

Immature

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