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Gemini CLI 🤝🏻 Zed! We merged 145+ PRs from 55+ unique contributors across the CLI and GitHub Action. After VS Code, Gemini CLI is now integrated directly into the Zed code editor! - fully integrated experience into Zed’s Agent Panel (ConradIrwin) - Introduced automatic conversation saving. (bl-ue) - Added...

13,863 görüntüleme • 10 ay önce •via X (Twitter)

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Exciting update on PantheonOS: Introducing Pantheon-Notebook & Pantheon-CLI — the first fully open-source, Python-based agentic tools that go beyond Claude Code in the field of data analysis. Pantheon-CLI runs entirely on your computer or server, supports 60+ tools and 50+ databases, and can call any Python, R, or Julia package alongside natural language. Chat with your data directly. It look like python-claude-code, but more appreciate for data analysis. Pantheon-Notebook brings the same agentic framework into Jupyter! Not just for writing code, it can also run and revise code automatically to generate the correct result, and even operate on files and study from website — beyond what any other tool can do! With Pantheon, you mix natural language + programming in one workflow, focusing on discovery instead of syntax barriers. We've applied Pantheon in some real-world cases: finance (customer explore), biology (Seurat, cell segmentation, annotation), sociology (survey analysis), and drug discovery (molecular docking). Pantheon is not just a CLI or a plugin — it's an agentic operating system for science, spanning both terminal and notebook. Why not try it now? We are actively preparing publications from this series of projects. Major contributors will be recognized in our GitHub repository and listed as key authors in these manuscripts. Feel free to reach out for collaborations, research assistant positions, visiting opportunities, rotation project or future PhD projects.

evo-devo

45,594 görüntüleme • 10 ay önce

Claude Code is now scary good at full-stack! I asked it to build a real-time weather intelligence dashboard with an interactive 3D globe and a forecasting layer that predicts weather 3 days ahead. It came back with a spinning globe that has a day/night cycle using NASA satellite imagery, city lights on the dark side, weather icons that switch between sun and moon based on local time, and a time travel slider that scrubs through 10 days of data. Claude Code built the whole thing in a single session, including the backend, database, data pipeline, and frontend. For the database, I needed something fast for time-series workloads since the app ingests hourly weather readings across many cities and serves time-range queries on every slider interaction. I used Tiger Cloud by Tiger Data - Creators of TimescaleDB, which gives you managed TimescaleDB on the Postgres you already know. Claude Code connected to it through the Tiger CLI MCP server and set up the entire backend directly: - Provisioned the database service - Created hypertables for time-partitioned weather storage - Set up continuous aggregates for pre-computed rollups - Built the data ingestion pipeline and the full NextJS + ThreeJS frontend The time travel slider queries thousands of rows on every position change. On a regular Postgres table, this would require manual partitioning and index tuning to stay fast as data grows. TimescaleDB partitions the data by timestamp automatically, so each query only hits the relevant time chunk. Continuous aggregates serve the trend charts and forecast layer from pre-computed rollups instead of rescanning raw data on every request. The video below shows the final build in action, and I worked with the Tiger Data team to put this together. Tiger CLI is open-source (Apache 2.0) and works with Claude Code, Cursor, Codex, Gemini CLI, and VS Code. To try this yourself: → Sign up for Tiger Cloud (I have shared the link in the replies). It gives you $1,000 free credits (no card needed) → Install Tiger CLI: curl -fsSL https(:)//cli(.)tigerdata(.)com | sh → Run tiger mcp install claude-code → Give Claude Code a prompt and let it build Find the sign-up link in the replies.

Avi Chawla

14,579 görüntüleme • 1 ay önce

Crimson Desert Update 1.04 is HUGE, adding difficulty settings and more. • Difficulty options added • New pets - birds, 5 new cats, and more • Added new Storage Chests that allow materials and ingredients to be used directly from storage • New weapons, quests, and armor for all 3 playable characters • Improved the rendering quality of distant objects and textures • Can now name your pets and horses • Pets can now equip accessories for a wider variety of roles • Abyss Gears, insects, fish, and animals now stack in inventory • Can now select between different house layouts • Improved housing controls and UI • Observing a skill you already have now rewards an Abyss Artifact • Added a new item that allows cats to stay on your shoulder for a longer time • New weapons for all three playable characters • New Baltheon armor for Kliff • New pet gear shop added to Pororin • Added more ores and wells across Pywell • Nerfed the amount of attack and defense gained from anvils and grindstones • Greymane camp NPCs now sell items at a 10% discount • Can now 'Lock' items to prevent accidental selling or deletion • New control presets for controller and KBM • Added a feature where, when the interaction key is pressed, the corresponding action is performed immediately • Can now switch the controls for Dodge Roll and Evasion • Improved aiming controls • Can now open the map directly on controller by holding down the Touch Pad or View button • Adjusted the overall balance of bosses - bosses are no longer immune while performing powerful attacks and the frequency at which they escape or counterattack has been adjusted • Increased damage taken from elemental status effects • Force Palm Pulse can now be charged up to 3 stages • Improved the overall speed of 'Examine' • Improved the speed of pushing or rotating objects during puzzles • Improved follow-up attacks so they connect more quickly even when the initial attack is blocked • Blinding Flash can now be used anywhere and auto-targets whatever target you're facing • Added a Weapon Throw ability while dual-wielding • Improved Force Palm attack speed • Inventory now has 5 category tabs • Inventory groups will now show relevant icons • Added a Filter/Search to the map • Reaching max trust with a shop will allow you to see their current stock directly from the map • Minimap now shows north, south, east, west • Shops now show how many of that item you own • Improved the visual quality of characters at long distances • Improved hair lighting in shaded areas, errors and flickering • Camera distance is now maintained when adjusting visual range • Can now disable Chromatic Aberration • Added Colorblind and Photosensitive accessibility modes Update is out now on Steam, PS5, and Xbox with other platforms coming soon.

KAMI

534,546 görüntüleme • 2 ay önce

I’ve been using quite heavily over the past few days, alongside Claude Code on its other platforms. The first thing that caught my attention was the “Research preview” label, which likely indicates that this experience is still in an experimental phase. That said, compared to Claude Desktop in Code mode, the web version feels slightly more advanced. You can select branches, and previous sessions display clear status icons, which is a small but very meaningful UX improvement. My impression: I liked it much more than Claude Desktop, especially the use of branches, which is essential when working with agents outside a local environment. What’s missing: The sandbox is very limited. It only allows installing packages from PyPI (maybe npm as well, but I didn’t test it). CLI tools are essential in these environments. I tried installing GitHub CLI (gh), but it failed due to network restrictions. Even though I had all the required domains enabled in Claude’s settings, this execution sandbox clearly does not respect that configuration. Another important issue: environment variables added through the UI are not automatically picked up by the sandbox runtime. I had to restart the session for it to recognize the GitHub token I had just added. I also tried installing the Vercel CLI, without success. In the end, Claude usually finds a workaround, but it burns a lot of tokens trying different installation strategies or alternative external calls. What I would add: In the development environment settings, it should be possible to: Configure the sandbox’s network access and define which CLI tools and packages come preinstalled I don’t want to waste tokens installing gh, vercel, wrangler, or supabase CLIs over and over again. These are relatively simple changes that would dramatically improve execution quality and efficiency on the web. If you’re interested in trying I hope this feedback is useful. It’s definitely a tool worth paying attention to, especially since it syncs with Claude Mobile, allowing you to start a task on your phone and continue it later on your computer. Hope this feedback helps Boris Cherny Thariq Anthony Morris ツ

Daniel San

11,626 görüntüleme • 6 ay önce

👀 I used OpenAI's Code Interpreter to make Flappy Bird 🐦in 7 minutes: Code Interpreter/GPT-4 for code generation. Pre-existing or AI-generated assets for graphics. --- Here's how to make the game in only 6 steps: (1): Enter the following prompt: "write p5.js code for Flappy Bird where you control a yellow bird continuously flying between a series of green pipes. The bird flaps every time you left click the mouse. If the bird falls to the ground or hits a pipe, you lose. This game goes on infinitely until you lose and you get points the further you go". (2): Use generative AI or existing game assets and spirits. I searched "flappy bird assets" on Google and used the first link, a GitHub repo with pngs from the original Flappy Bird. (3): Use this prompt to link assets to the code: "Please generate the entire file again based on the fact I'm using a unique background, spirits for the bird, and pipes. Here is the list of assets I'm using: [list of file names]." Code Interpreter should modify the code accordingly to include the list of file names. (4) Make an account OpenProcessing -> create a sketch -> paste in the code generated by Code Interpreter -> upload in-game assets from step (2). (5) (Optional) Ask ChatGPT to make changes to improve the in-game experience e.g., adding a high score, restarting the game when the bird dies, etc. Copy the new code into your OpenProcessing sketch and reload the game. (6) If something doesn't work, ask GPT4 to fix it. Copy and paste the error message and ask it to regenerate the code. --- Bonus Tips: - Iteratively test code. Each time you make a change using Code Interpreter, test the updated code by playing the game so you catch new bugs early. - Learn programming by asking questions: "Act as a senior programmer very good at explaining concepts to a beginner. Tell me how gravity works in this game and how you used code to make this happen."Code Interpreter/GPT4 for code generation. Download Pre-existing assets or generate new images for graphics. Excited to see what you make!

Alex Ker 🔭

739,874 görüntüleme • 3 yıl önce

10 free Google AI tools nobody talks about. while everyone's burning $20/mo on chatgpt and claude, google quietly shipped a stack worth $200+/mo. all free. all yours. — 1️⃣ NotebookLM — your second brain upload sources (PDFs, websites, audio, YouTube). it summarizes, builds mind maps, generates quizzes, drafts slide decks, even turns your notes into a podcast you can listen to on a walk. free tier: 100 notebooks, 50 sources each, 50 chats/day, 3 audio overviews/day. replaces: notion AI + perplexity + readwise — 2️⃣ Google AI Studio — the free gemini playground web playground for gemini 3 pro and flash with a free API key. generous limits. paste a 1M-token context window and watch it actually use it. faster than the openai playground and free where openai charges per token. replaces: openai playground + paid API credits — 3️⃣ Gemini CLI — google's open-source terminal agent apache 2.0 licensed. one command (npx @google/gemini-cli) and you've got an agent in your terminal that reads your codebase, runs shell commands, and ships PRs. drop-in claude code alternative. replaces: claude code ($20/mo by default) — 4️⃣ Jules — async coding agent assign jules a github issue. it spins up a cloud VM, clones your repo, writes the plan, makes the changes, opens a PR. free tier: 15 tasks/day, 3 concurrent, runs on gemini flash. replaces: devin ($20/mo+) + cursor agent 5️⃣ Stitch — text → UI → code google's free figma killer. describe an interface, get production-ready HTML/CSS/Tailwind + figma export. march 2026 update added voice canvas, infinite canvas, and MCP integration with cursor. 350 standard + 200 experimental generations/month free. replaces: galileo AI + early-stage figma work — 6️⃣ Gemma 4 — open-weight LLM google's flagship open model. apache 2.0. 2B, 4B, 26B-MoE, and 31B variants. 256K context. runs on ollama with one command. quantized versions run on a 4090 or beefy laptop. replaces: paying for hosted LLM inference — 7️⃣ Illuminate — papers → podcasts paste an arxiv preprint link. illuminate turns dense research papers into a 6-8 min conversation between two AI hosts breaking it down. perfect for commute reading you can't do at a desk. note: still in waitlist for some regions. replaces: snipd + manual research reading — 8️⃣ Learn About (LearnLM) — adaptive AI tutor drop in any topic you're stuck on. highlight a word, click "go deeper," and the interface adapts in real time to your comprehension level. visual explanations, follow-up questions, the works. replaces: paid tutoring on niche topics — 9️⃣ Google Labs FX (ImageFX + Flow + MusicFX) — free imagen, veo, musicLM google labs creative suite. text-to-image (imagen 4), text-to-video (veo via Flow), text-to-music (musicLM). free tier: limited daily generations. the heavy veo 3.1 features are paid (AI Pro $19.99/mo). still worth using for image and music — those stay free. replaces: midjourney + suno (free tier only — runway-level video gen is paid) — 🔟 Google Colab — free GPU notebooks free T4 GPU + 12GB RAM in a browser tab. enough to fine-tune small models, run stable diffusion, prototype agents. the launching pad for half the ML projects on github. replaces: paid cloud GPU rentals — a quick honest note: these tools aren't 1:1 better than the paid versions they replace. but they're decent enough to get most things done — especially if you're not a heavy user or you've got little funds to play with. i've put all 10 in a public github repo (link in comments). follow + turn on post notifications for more useful posts like this 🔔

m0h

11,673 görüntüleme • 1 ay önce

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 görüntüleme • 2 yıl önce

Keet Mobile 4.0.0 Changelog 🍐 Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development. Improvements - Faster room loading with optimised icons and image-preview caching. - Media previews respect maximum image size to save bandwidth. - Added a system-update banner to keep you informed of important upgrades. - Cleaner room creation flow and refined DM request handling. - Down arrow and room avatar colours match desktop application. - Bottom tab bar is now hidden until onboarding is complete. - Clearer username error messages and progress indicators on slow networks. - Better feedback form now includes your username automatically - Call experience tweaks: hangs up cleanly; DM ring logic improved; Android auto-end in background. - Introduced hang-up icon for when call ends in rooms. - Device naming screen now auto focuses the input field. - Updated confirm device screen. - Software version list now shows Hyperdiscovery and lists WebRTC as keet-webrtc. - Refreshed onboarding pages and UI text updates. - Improved audio record UX and many Fixes - Fixed avatar rendering issues. - Removed grey bars at the top of several pages. - Stopped the tooltip from appearing when the username is already set. - Aligned the error-log message-field layout. - Resolved cursor and emoji picker jumps when switching between emoji and keyboard input. - Corrected chat text input width. - Restored fullscreen video previews. - Fixed image loading status indicators. - Adjusted code block spacing for messages sent from mobile. - Prevented locked recordings from following you when leaving a room. - Fixed a crash when opening a room on Android. - Stopped unnecessary FlatList re-renders. - Center aligned preview images. - Resolved chat UI breakage after double tapping the emoji picker icon. - Corrected contentFit on image messages. - Ensured pinned messages remain visible during a call. - Fixed speaker tooltip content overflow. - Calls: fixed orientation breaks, crash when app is killed, call-ring answer now opens the screen. - Resolved unrecoverable error when sharing a file from Google Files. - Eliminated flicker when searching usernames. - Disabled button presses while a tooltip is visible. - Fixed Discover Communities being cut off on small devices. - Disabled bottom tab presses when no identity is set. - Corrected tooltip orientation on tablets. Keet Desktop 4.0.0 Changelog Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development Improvements - Introduced system-banner UI for updates and notices. - Added a 'Quit' button to uncaught error screens. - Displayed an app loader before the app initialises. - Added a toast notification and an informative banner when sending a DM request. - Consistent avatars between DM rooms and member views. - Added support to medium sized file previews in chat. - Smoother last message rendering in the room list. - Added a chat loader on start up when no cache is available. - Clearer version display in the software section and added hyper db version to the list. - Updated texts for system and migration banners. - Refactored DM request actions and block member logic. Fixes - Prevented image preview blinking while loading. - Fixed crash when removing an avatar file from a deleted message. - Onboarding status is now remembered after a restart. - Eliminated room menu blinking via useDeferredValue. - Prevented Rive animation from disappearing when switching monitors. - Stopped creation of duplicate DM rooms for the same member. - Resolved broken file preview when a file lacked a name. - Restored missing styles on error pages. - Prevented error pages from appearing behind the loader. - Corrected emoji rendering on macOS. - Repaired chat voice message playback. - Fixed useRoomConfig imports. - Corrected file item height in room info. And more

Keet

25,883 görüntüleme • 1 yıl önce

ClawTeam v0.2.0 is here. One CLI to coordinate any coding agent — Claude Code, Codex, OpenClaw, nanobot, and more — into a self‑organizing swarm that plans, builds, and ships together. What's new in v0.2.0: 1) - Gource Visualization — Watch your agent swarm’s Git activity in real time. Clear. Visual. Instant. Run: clawteam board gource --live See every commit, branch, and merge as it happens. Track what each agent is doing. 2) - Runtime Profiles — A provider‑aware configuration system. Switch between Claude, Kimi, and Gemini anytime. No need to edit environment variables. Run clawteam profile wizard. Follow the interactive setup. Done in minutes. 3) - Git-Based Context — Full worktree isolation with built‑in conflict detection and change tracking. Each agent works on its own branch, and the leader can see everything clearly in one place. 4) - Stability & Hardening — Spawn/workspace conflict fixes, improved tmux integration, message normalization, P2P liveness with lease-based detection. This release is about making the foundation rock-solid. --------------------------------------------------------- To show what a coordinated agent swarm can actually do, we ran 1 Claude Code orchestrating 8 Claude Code agents to build a robotics simulation system optimized for Apple Silicon — from scratch. 8 hours. 300+ PRs. One running simulator. Check the result: --------------------------------------------------------- Huge thanks to the open-source community for the feedback, issues, and PRs that shaped this release. ClawTeam is built in the open because we believe multi-agent coordination should be a shared primitive, not a proprietary moat. Try it: pip install clawteam Docs: GitHub: #ClawTeam #nanobot #AIAgents #openclaw #ClaudeCode #Cursor

Chao Huang

25,101 görüntüleme • 3 ay önce

Ever seen a fresh (20x) Claude Max account's 5-hour usage allowance get drained in ~14 minutes? Feast your eyes on my bizarre life now with this screen recording of a recent live work session, something I've gotten at least 100 requests for over the past month. Maybe you can understand now why I need so many accounts and how I can work on so many different projects. You can also see the truth of what I was saying recently about how, once your plan is done and the beads made and polished, it's mostly just machine-tending the swarm that doesn't require much thought. Lots of just telling it to get the next bead and work on it, to review code, to re-read AGENTS dot md after a compaction, etc. And you can see how I use gemini-cli for code review. I give Google a lot of crap for the harness being broken and the capacity overloads, but when it works, it's actually really good for this code review use case. I don't usually let it write new code, though, because I think Opus and 5.2 do a better job. Also, sorry the recording is a bit blurry; I have a 5K resolution monitor and screen recordings usually are hard to watch from it. And btw, this really wasn't that normal of a session for me, it was more frenetic than usual, because I don't want to dox myself or my clients by accident. Hence all the ceaseless terminal tab swirling. I usually do more planning work while this stuff is going on, but I wanted to minimize the chances of leaking important information. That's also why I didn't refresh the Gemini login in the WezTerm window, which killed me, trust me. It's the reason I hate doing these screen recordings in the first place; it kills my productivity. Anyway, hope you liked it. I will also post to YouTube, see reply for link. Thanks for watching.

Jeffrey Emanuel

86,013 görüntüleme • 6 ay önce

How I turn my templates into real landing pages. Works for any vibe coding platform or site. This is my full guide. I start with Gemini 3. I copy the HTML code and paste to Cursor/v0/lovable and prompt "Create a new landing page /page-name using this design but adapted to {site_name}. Replace the header and footer with the ones from my site. Adapt the whole page, keep everything: {HTML_code}" Details that can to be adapted or improved: Fonts: "Use {font_name} Google font for headings and {font_name} for body text." Icons: "Use Iconify {icon_set} icons" Colors: "Change primary color to blue. Everything else should be monotone." Bonus: "Make the outlines subtle" for a cleaner design. Animation intro/on scroll: "Animate when in view observed, fade in, slide in, blur in, element by element. Use 'both' instead of 'forwards'. Don't use opacity 0." Static to animated: "Animate details with {animate_type} and decorations.". Example types: line, beam animation, noodles, grid, sonar, etc. Background animation: "Apply the background animation using Unicorn Studio {animation_code}" Details to make your layout stand out: "Add vertical container-size lines. Add 01 02 03 number details." Stand out from generic-looking: "Make this more upscale with large tall fonts, Newsreader font and black and white agency". Adapt content: "Adapt the content to {copy and paste site texts}". Buttons: "Change main button to {code}. Add a 1px border beam animation around the pill-shaped button on hover." Adding sections like testimonials: "Adapt a new section after {section} using this code: {component code}". You can copy the code from Codepen, 21st dev or Aura. Responsiveness: "Make this responsive. Add a hamburger menu for mobile. Hide this {element} for mobile." Making forms work: "Make the form send an email to {your_email}". Payments: "Link the buy button to {LemonSqueezy payment link}". I use composer-1 for quick fixes. I finish with Claude Opus 4.5 for code reviews "Please review the code for performance and robustness". The template HTML code should give you a blueprint for all these, but I think it's important to keep iterating for your specific site.

Meng To

41,015 görüntüleme • 7 ay 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 • 6 ay önce

Assumptions about the new "Can More" ChatGPT tool were right - ChatGPT is introducing own take on Claude Artifacts - code & document writing tools with persisted text documents, history revisions (restore previous version), edits and comments (probably used to apply suggested edits) New document symbol in the top navigation shows how many documents you have and allows you to open a resizable canvas to edit them in split view - your ChatGPT conversation on the left side and canvas on the right side, but the code/documents can also be accessed in fullscreen view The canvas is built using ProseMirror (open source WYSIWYM editor) and has an inline action to "Ask ChatGPT" (explain or make edits) for your document and code plus document formatting tools (like bold, italic, font style, etc.) But in addition to that, there are also special action shortcuts for documents and code, with an interesting decision to use sliders for the selection of the desired outcome For Documents - Suggest edits ("How can I improve this. Leave as few comments as possible, but add a few more comments if the text is long. DO NOT leave more than 5 comments. You can reply that you added comments and suggestions to help improve the writing quality, but do not mention the prompt.") - Add emojis ("Replace as many words as possible with emojis.") - Add final polish ("Add some final polish to the text. If relevant, add a large title or any section titles. Check grammar and mechanics, make sure everything is consistent and reads well. You can reply that you added some final polish and checked for grammar, but do not mention the prompt.") - Reading level (Graduate School - "Rewrite this text at the reading level of a doctoral writer in this subject. You may reply that you adjusted the text to reflect a graduate school reading level, but do not mention the prompt", College - "Rewrite this text at the reading level of a college student majoring in this subject", High School - "Rewrite this text at the reading level of a high school student who has taken a couple of classes in this subject.", Keep current reading level, Middle School - "Rewrite this text at the reading level of a middle schooler.", Kindergarten - "Rewrite this text at the reading level of a kindergartener.") - Adjust the length (Longest - "Make this text 75% longer.", Longer - "Make this text 50% longer.", Keep current length, Shorter - "Make this text 50% shorter.", Shortest - "Make this text 75% shorter.") For Code - Code review ("Search for bugs and opportunities to improve the code—for example, ways that performance or code structure could be improved. Leave as few comments as possible, but add more comments if the text is long. DO NOT leave more than 5 comments. You may reply that you reviewed the code and left suggestions to improve the coding quality, but do not mention the prompt.") - Add comments ("Add inline code comments to explain the code, especially parts that are more complex. Make sure to rewrite all the code. You may reply that you added inline comments, but do not mention the prompt.") - Add logs ("Insert logs/print statements in the code that will help debug its behavior. Do not make any other changes to the code.") - Fix bugs ("Find any bugs and rewrite all the code to fix the bugs. Do not leave comments. If there are no bugs, reply that you reviewed the code and found no bugs.") - Port to a language ("Port to a language. Create a new document that rewrites the code in ..." - PHP, C++, Python, Keep current code. No changes will be made, JavaScript, TypeScript, Java) - Suggest edits ("How can I improve this. Leave as few comments as possible, but add a few more comments if the text is long. DO NOT leave more than 5 comments. You can reply that you added comments and suggestions to help improve the writing quality, but do not mention the prompt.")

Tibor Blaho

136,055 görüntüleme • 1 yıl önce