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CodeFlare v1.43.0 : Memory map, budget-aware missions, four languages
Header bar with a visible Settings button and a model chip (provider · model) that warns when an API token is missing.
Plan as a side column next to the conversation instead of an overlay. It collapses and shows a Now: line for the current step.
Light/dark toggle, a Help tab, and a Settings dialog that keeps keyboard focus inside it.
The chat survives a window reload, with the full conversation.
🌍 Four languages
The interface is available in English, Nederlands, Français and Deutsch.
Four flags in the header, each labelled in its own language, so you can find yours even if you can't read the current one.
Only the interface is translated. Messages, code and model output are left as they are.
⚙️ Settings & mission budget
Budget has its own Settings tab, with five ordinary settings.
Defaults are 16× higher than v1.42: 24M tokens, 192 turns, 9,600 tool calls, 24 h of model time.
An "Unlimited" switch for every ceiling, and no token ceiling on a local model by default.
The agent steers by its budget. It sees what is left, also as model calls remaining. At 50% it prioritises, at 80% it wraps up, and at 100% it writes a final report and stops.
Fast mode: the model reasons less per call, which is faster and cheaper.
🧠 Memory
Memory map: a visual overview of what the agent remembers, and how each part reaches the model: always, automatically, on request only, or never.
Memory tab now names the project its counts belong to, and shows how many skills are validated.
🚀 Smarter, leaner runs
Leaner context for local models. Stale and superseded tool results are pruned during a turn without breaking llama.cpp's prompt cache.
Parallel agents are capped at the server's slots (e.g. 4 instead of 32), and the UI shows that real limit.
Genuinely original ideas. For "invent something original" requests, the agent first drafts at least five concepts and checks whether each one already exists.
Metrics report with prompt tokens per call, the largest prompt, and what pruning saved.
🐛 Notable fixes
A failed dir could reject a finished mission. Read-only inspection commands no longer count as checks.
Projects without a test framework, such as a single HTML game, never got tests. The test author now uses node --test.
The 3D-model mesh check read HTML and JS files as broken STL files, which polluted memory.
Prove It, Break My Solution and the editor code actions called a command that didn't exist.