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The reparent ate the instance.
Godot AI 4.3.0, dated 3
October in the project
changelog, fixes a quiet
way to wreck a scene.
Reparenting a node that
contained an instanced
sub-scene used to re-own
every descendant to the
scene root. On save, the
instance flattened into
local nodes and dropped
its overrides.
Intentionally unowned
nodes were made
scene-owned too. 4.3.0
keeps the instance intact.
The same release changes
what the plugin phones
home. Successful tool
calls are no longer one
event each. The server
counts them per tool and
sends one
tool_rollup
record per window, with a
count and a coarse latency
histogram, so per-call
timing of successful work
does not leave the
process. Failed calls are
still sent individually,
with the same fields as
before. Records batch into
one request about every
15 minutes, and once at
shutdown, to a new ingest
endpoint. Opting out still
stops all sends, including
anything already batched.
It also starts inside
Flatpak, the usual install
on Bazzite, Fedora Atomic,
and SteamOS. Versions
4.0.0 through 4.2.3
refused to start there
with a capability-path
error about owner UID
65534. Inside that kind of
sandbox, the owner of a
directory above your home
is no longer tested.
Write permission, and
ownership from your home
directory down, are still
enforced. Nothing is
relaxed outside a sandbox,
or in a container where
UID 65534 is a real
account. The changelog is
honest about the hole:
the Steam path was tried
in a bubblewrap namespace
laid out like Steam’s
runtime, not with the
Steam client. Confirmation
on a real Steam install,
and on native Bazzite, is
still pending.
If an agent may reparent,
open the instanced scene
after the save and confirm
it is still an instance.
A neater tree with a dead
override is not a tidy.
And a Flatpak start is not
a Steam test until someone
has run it on Steam.
Source:
Godot AI changelog — 4.3.0
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The tag is the direction.
ElevenLabs published
Eleven v4 on 28 September
and updated the post on 5
October. It is their
text-to-speech model, plus
a low-latency sibling,
Eleven v4 Turbo, live in
ElevenAgents,
ElevenCreative, and the
API. The post’s own
example is a game line: “I
need you to stay calm”
should not sound the same
from a doctor and from
someone shouting to a
squad before a drop.
Direction is an inline
tag, not a mood in chat.
The post shows tags such
as
[laughs],
[said angrily in French accent],
[light rain],
[phone buzzing],
and bracketed delivery
like
[excited, happy]
or
[sleepy drowsy voice].
They say v4 follows those
tags more accurately than
earlier models, and that
IPA phonemes behave more
reliably. Turbo’s median
inference latency, in
their telling, is about
100 milliseconds. The
banner on the post also
says Creator+ includes 3×
credits until 12 October.
A credit window that ends
Monday is not a voice
pipeline. Write the tag on
the line, and write the
path the wav will land,
before you spend anything.
“Make the boss more
menacing” is a listen. It
is not an instruction the
model can close, and a
line that never becomes a
file is not in the build.
Source:
ElevenLabs — Introducing Eleven v4
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The truck does not need a prompt.
Brusverk is a procedural
audio library in Rust.
Engines, weather, weapons,
and interface sounds are
computed while the game
runs, from state the game
already has: throttle,
speed, damage, distance.
Nothing is played from a
recording. It plugs into
Godot 4 as an
AudioStream, so players,
buses, 3D position, and
effects still work the way
they do for a sample.
The project page lists 43
built-in generators, about
1 MB of WebAssembly on the
in-browser demo, and a
license of MIT or
Apache-2.0.
The Godot path on that
page is concrete. Build
the extension, point a
.gdextension
file at it, put a
generator on a player, and
set inputs every physics
frame. Those inputs run
from 0 to 1. Their piston
example takes throttle,
rpm, and load. An
explosion takes power and
distance at the moment it
fires, and varies a little
each time. The page says
it was tested with Godot
4.7 on macOS. Linux and
Windows build from the
same source and have not
been tested there. Do not
treat an untested desktop
as the jam machine.
This is not a model. That
is the useful part. If the
sound should follow the
truck, name the numbers
physics already computes
and the playback node that
receives them. A prompt is
the wrong socket for an
engine loop.
Source:
Brusverk — procedural audio for games