You remember the error, but not where you saved it.
Kensaku lets you:
• Find error messages inside screenshots
• Search text in PDFs and logs
• Find documents without the filename
• Let AI agents search local files via MCP
Free, local, open source.
github.com/yjid/kensaku
Long conversations in ChatGPT dots have become so sluggish that even typing is difficult.
Separately, in Codex, I’ve kept running into “unexpected status 413 Payload Too Large: Request too large” errors lately and having to start fresh conversations.
It feels like that eats into the benefit of cache hits.
I'm building a batch image editor for combining source images with templates and exporting the results together.
The mug in the screenshot is a preview of its product-cutout feature.
Recently I've been working on recovering masks and undoing edits, along with before/after comparison and restart stability.
Some photos still need manual review and touch-ups.
The goal is to make this reliable enough for commercial image work.
I'm building a tool for site photo reports: organize job-site photos with descriptions and work stages, then export them as PDF or Excel reports.
These screens use sample photos from before and after a repair.
A tricky part has been preserving report settings while editing photos and cover pages.
I've been refining autosave and conflict recovery, and making the corporate cover layout consistent between PDF and Excel exports.
Development is nearly finished, and I think I'll be able to launch it soon.
Testing multiple game instances in Godot? Debug → Customize Run Instances lets you choose how many to launch with Run Project.
Each instance can have its own Launch Arguments, useful for passing different settings to a server and its clients. Your game still needs code to read those arguments and start the right role.
Source: Godot docs, © Juan Linietsky, Ariel Manzur and the Godot community · docs.godotengine.org/en/stab… · creativecommons.org/licenses…
Lumenfold boss clear, gameplay at 2× speed.
The boss voice acting, attack patterns, mechanics and effects are coming together.
I'm still deciding whether to spend more time polishing the boss visuals and terrain, or release sooner and improve them gradually.
I'm also considering PvP using saved player data rather than real-time matches.
That part is still just an idea.









