feature request for flashing lights settings

I don't know if this mod is actively being updated but I thought it wouldn't hurt to make a request. I was wondering if it would be possible to add settings to reduce various flashing effects, mainly in chapter 8 and pico 8. Flashing lights make me dizzy and I don't wanna have to stop playing these parts of the game. The flashing of madeline's hair in pico 8 after getting two dashes makes it completely unplayable for me after that point.  If it would be possible to have settings to reduce or turn off these flashy effects (or if anyone can point me to a mod that does this already) I would be very grateful.

Hello!
I haven't played Celeste since I last updated the mod, but I had a quick look. Getting rid of the blinking for the fire/ice balls is easy, but doing it in a way that can be included in the full mod might be harder.
More specifically, it's easy to replace the animation, but if I do, it will always be disabled; I can't make an in-game setting for it with the current method.
With that said, it's most likely possible to mod this properly. I might be able to work on this a bit in a while, though I can't guarantee that, with christmas and all coming up as well.
Until then, I made a quick test version that removes the blinking on the fire/ice balls in Core (no other block is changed right now):
FewerVisualDistractions-0.9.4-lessblinking.zip
If you're interested in how this works and/or might want to work on it yourself:
The only difference from the released 0.9.4 is the inclusion of the folder Graphics/Atlases/Gameplay/objects/fireball in the .zip. Normally, fireball00-07 are different frames of the fire ball animation, fireball08-fireball17 are different frames of the ice ball animation, and 18-24 seem to be the animation for when the ice balls explode (here left unchanged).
In this simple mod, fireball00-07 are all the same image, and 08-17 are the same image, so there's no visible change.
The diamond shapes in the platforms might be fixable in the same way (the hardest part is finding which files to change!), or might require code changes like everything else the mod changes.
If you're a bit technically inclined you might be able to "disable" some animations by doing the same thing and just putting them in the right location in the mod .zip file.
This tool can be used to browse the paths, or the entire dump can be downloaded and browsed locally:
https://maddie480.ovh/celeste/graphics-dump-browser
For example, the "refill" folder (also in Graphics/.../objects just like fireball) is the dash refill item. Copying idle00.png to idle01.png, idle02.png etc and storing them in that same path inside the .zip will disable the animation for that item.

Hi! Thank you for your response, this is my first time trying to mod anything so I don't know what I'm doing. Unfortunately for some reason I wasn't able to get the lessblinking version of the mod to work (I'm not sure if I didn't install it properly or if maybe it didn't work because I also had the normal version of the fewer visual distractions mod downloaded? or maybe it was something else entirely) but I was able to make a very simple mod for myself that just disables the animations the way you described. For most things so far this has worked very well!
Pico 8 is still a problem, I can get the main part of Madeline's blue hair to stop flashing by editing the pico8 atlas, but not the long tail which I couldn't find a graphics file for. Also for some reason changing the wallBooster files make it so the left-facing boosters/ice walls become invisible, which makes it seem like there should be left-facing graphics files but there don't appear to be any in the graphics dump. If you had any ideas or suggestions for how to fix these things I would appreciate it but also you've already been very helpful and I'm grateful either way. Thanks again for your help!

The "lessblinking" version is the full mod plus the fireball changes, so you can't use both. But if you've already solved those things then I suppose you can just use the standard one now :)
It looks like you do know what you're doing now if you got it to work!
I just had a quick look, and the Pico8 hair is code-only, but it looks like something I can fix pretty easily, so I can probably take care of that pretty soon. :)
It selects the hair color based on the frame number when you have double jump, so that would certainly blink.
The wall booster code flips the sprite if it's used on the right, otherwise uses the files as is, by the looks of it, so there's only one set of graphics. Very specifically, if "left" is true, it uses them as-is and places them at x position 0, otherwise it flips the image horizontally and places it at x position 4.
Are you sure you copied them correctly? fireBottom00 to fireBottom01...07, fireMid00 to fireMid00...07 and so on.
As long as the files are unchanged (the exact some dimensions) I would expect it to work, but I haven't tested.

@turtlewood I got the non-blinking hair in the PICO-8 to work after some issues, and made a new version of the mod :)
FewerVisualDistractions-0.9.5.zip
I haven't released it yet, and might make more changes prior to the actual 0.9.5 release, but that zip the same as the old 0.9.4 with these changes:

Move PICO-8 settings to a submenu (the two previous settings are reset to their default values on upgrade)
Add setting to disable blinking hair (when double dash is available) in the PICO-8 version of Celeste
Fix issue where one setting (single-color death effect) was active with the mod master switch off

(sorry I've been slow to respond, you know how life gets around the holidays)
I appreciate you looking at pico8, I figured it was probably a code thing but I don't quite have the time right now to learn how to do that by myself.
As for the wall boosters, I really can't figure out why their behavior is weird. Looking at it closer the boosters on the left aren't actually missing, just placed wrong for some reason (which happens even if I copy the files into the mod without changing them at all). It's honestly not too big of a problem since I made this mod just for me and the boosters still work as they should, it's just a bit strange.

Hmm, I'm not sure what's going on with the boosters.
I've been trying to implement the animation-freeze in code, so that it becomes trivial to toggle the effects on/off for certain items, but some issues with the game code makes it hard or borderline impossible, it seems.
The animations are loaded as sprites from the image files you've been editing, but they're created in different ways. Sometimes with a path (like "objects/refill/idle"), sometimes by cloning a different sprite (which throws away the path information), and sometimes in still different ways which also lack path information.
Without the path, the animation can't be easily identified; for example if we want to block animation for refill, fireball and wallBooster that would be fairly easy with the path information intact.
But something like 98% of the sprites don't have that, so the only thing to go on is the animation name, which are probably not at all unique (especially for names like "idle").
I have working code that simply only shows the first frame of ANY sprite, but I expect that would cause way too many things to stay still, and possibly make the game unplayable. Ideally there would be in-game toggles for the most important cases, and the ability to add more objects manually, but I'm not sure it can be done in a reasonable enough way.

Even simply copying the wallBooster folder from the graphics dump will also cause issues with them not being correctly placed when on the left. Pretty weird!

I'm pretty sure there's a discord for the Celeste modding community so maybe I'll ask there to see if anyone has any ideas about the wall boosters


NPC Sheet - can defenses match stat blocks?

If I tab through defenses on the NPC sheet, I get Ref, Fort, Will
In stat blocks, it is usually Fort, Ref, Will

Hey Christian! I updated this in master.  I am working on a couple other things, and then should be able to push this out as a release!


Create update demo with RN 44

replace current demo with new updated version with RN 44

Resolution with #193

Completed


Enabling SendGrid IP Access Management

Document Enhancement:
Users enabling SendGrid IP Access Management and then not adding ALL the possible Outbound IPs of their Azure App Service to the whitelist may receive "Access Attempt From Non-Whitelisted IP" notifications.
Their main feedback was to add a section to official Azure documentation about Outbound IPs and the SendGrid whitelist because they found official SendGrid documentation lacking details related to Azure features.

@EricWantsToPlay : Thanks for your contribution! The author(s) have been notified to review your proposed change.

Hi @georgewallace - Could you review the proposed update to your article? Thanks.

@ktoliver I reached out to @v-josiap to discuss the PR... I am working with him on getting it merged.

@georgewallace Thanks!

@v-josiap Let me know once you have tested and confirmed it worked and I can sign off on this pull request

Closing per email from @EricWantsToPlay


cosmiconfig update to allow ESM config file

Related to #53
Some unit tests added too

Unit tests failed on github because msginit is not installed in the test environment.
I’m not familiar with github CI (I’m used to gitlab CI) but I may change the CI accordingly if I can find how.

:up:


Node Collapse

@danielcaldas
When possible give it a look please.

Added a _toggleNodeConnection for toggling a node connection in this.state.links.
Added a _getLeafNodeConnections for finding leaf node connections based on a starting node id.
The toggles happen from 0 to 1 or 1 to 0 in the links matrix.
isHidden is added to the this.state.d3links.

Possible improvements:

Should we toggle also connections from the parent node -> leaf node?
isHidden being added as a default.
Separate file for node connections/links manipulations like the one mentioned above.

After a review I'll get started on testing and validating.

A config should be added, to graph.config.js, below the steps to do it and documentation to add:

In file graph.config.js https://github.com/danielcaldas/react-d3-graph/blob/master/src/components/graph/graph.config.js#L132 the config collapsible should be added, this has a default boolean value of false (note that all properties follow alphabetical order).
Add the following piece of documentation to it:

@param {boolean} [collapsible=false] - 🚅🚅🚅 Allow leaf neighbours nodes to be collapsed (folded), this will allow users to clear the way out and focus on the parts of the graph that really matter. To see an example of this behaviour you can access this sandbox link that has a specific set up to experiment this feature.

Apply collapse node logic conditionally in onClickNode by accessing this.state.config.collapsible

Thanks for approving! I have not been able to add some functional yet. I'll try to find some time soon to do those!

@danielcaldas I've added a small functional test to verify the functionality :)
However I've had to change data.small.js, since the ID's were numerical, and since it is possible for us to use Object.keys, it would transform them into strings, mismatching ID's.
Solutions:

Change data.small.js (Which was what I did).
Try to parseInt ID's, if possible fine, if not, remain as a string.
Use a Map to avoid this.
Use == comparator so it coerces.

Tell me which one you think best?

The ids from data.small.js are numeric for that reason, to test a graph in an e2e scenario against numerical ids. From within rd3g we always parse those ids into strings (use something like leafNodeId => leafNodeId === '${source.id}' || leafNodeId === '${target.id}'), so I'd say you to choose option 2.. It's not ideal, but a possibility in the future is to drop the support for numerical ids and require clients to always use strings.
This has affected the component in the past, for instance here https://github.com/danielcaldas/react-d3-graph/issues/73.
Nice job with the testing tough!!

I assumed it had a purpose correctly then. I'll implement your suggestion! Thank you :)

@danielcaldas https://media.giphy.com/media/xT5LMQK2y8LCyb5mP6/giphy.gif


XSLT extension does not work with file: URIs

I just tried to extend the XsltTest with a file: use case and it fails. Let me try to fix it.

Not very sure if it make sense as the file need to be compiled at build time so it may be better to require the file to be available as  classpath thing so it does not change between the build phase and the runtime execution fo the app

I have a fix. It does not work for any URI that contains slashes. Has to do with how we produce the translet name.

Not very sure if it make sense as the file need to be compiled at build time

Yes, the limitation is there for any kind of URI. We state in the docs that the resources have to be available at build time, but we should perhaps make it even more explicit saying that they are compiled at build time and fully ignored at runtime.
If we document it properly, I see no reason why file:, http:, and other kinds of URIs should not be supported. WDYT?

the stack (camel or xslt engine) still try to access the file before determine if it needs to compile or reuse classes

Ah, indeed, I can see it now. My understanding is that runtime XSLT loading cannot work because it requires a class to get loaded. If this is really the case, accessing the XSLT source at runtime could be seen as a bug, shouldn't it? I mean that could be fixed easily by downloading and embedding the content of every source URI at build time.

Yes, what I think is that we should enhance the component to let us filter what protocols we support so in quarkus we'll support classpath only, then about compiling the source yes, it can be everywhere and embedded in the resulting image but I do not know if it is something that depends on us or is a developer task


Adding Version Set support and nested api version & revision files

Nested API files by version (default version is "Original") and revision (default revision is 1) to avoid overwriting revision & version files.

Added creation & deletion of VersionSets via a new apiVersionSet.json file.

Signed-off-by: Colin McCullough<EMAIL_ADDRESS>

I noticed that when I promoted across environments the lower environment looked like this

while the higher environment (environment I promoted to looked like this)

The code is generating a testapi that doesn't exist.
This is the artifact that gets generated:

I discovered that as well @waelkdouh , but I don't know if that's an issue with this tool (it may be, but it existed before then). I bet that your APIM instance had a versioned API at one point called "testapi". I found that deleting an API's versions doesn't always delete the version set, but the UI doesn't display the version set anymore.
So if you look at the generated ARM templates for the instance, it'll still show the version set.
I can look into what scenarios cause this though.

You are correct I had an api called testapi at one point and yes its in my template when I try to export. I am trying to investigate how that ended up being there.


Deduping is not working when stale

Hi. Deduplication logic work perfect when cache is empty. But when the item is stale, than if you make 10 request all of them will execute separately and parallel.
Is this intentional or am I doing the configuration wrong?

Oh, you stumbled on a nice bug. Would you like to send a PR?


Upload the current framework when available

Rome should be able to also upload the framework build from the current project when
carthage build --platform iOS --no-skip-current is used.
Steps which explain the enhancement

In the Romefile add an optional [Current] section
In the [Current] section add a required currentRepoName = current-framework-name key value pair
Get the version commit hash or tag name from git
rome upload --no-skp-current should  look into  [Current] to upload a framework.

Current and suggested behavior

Currently is it not possible to upload the framework for which the dependencies are being uploaded/downloaded
This suggestion aims to fix that

Why would the enhancement be useful to most users

It would enable uploading the currently built framework and not only it's dependencies

Rome version: v<IP_ADDRESS>
OS and version: Mac OS 10.11.6 - El Capitan

Done in #156


DOC: corrected doc of bilinear discretization of lti

Reference issue
Closes #17911
What does this implement/fix?
The Tustin formula in
https://docs.scipy.org/doc/scipy/reference/generated/scipy.signal.bilinear.html
is described as (z-1) / (z+1)
but it should be fs*2*(z-1) / (z+1)
Additional information
https://en.wikipedia.org/wiki/Bilinear_transform

Thanks @zolabar I also added bilinear_zpk to the fix suffering from the same thing. We can merge once the CI is done.

Thanks @zolabar I also added bilinear_zpk to the fix suffering from the same thing. We can merge once the CI is done.

Perfect 🙂

Thanks once again!

Thanks once again!

👍


Question about "safe" autocorrections

I'm still debugging what's actually happening in this case, but I'm curious how strong of a guarantee "safe" is meant to meant in rubocop.
The reason I ask, is because Style/SymbolProc autocorrected my code and caused a test failure and I'm unsure if that's a rubocop problem or an entirely me problem (I assume the latter and would expect this to be closed! Just checking!).
The example I'm looking at is that I have a class with these two methods:
  def +(other)
    return self.-(other * -1) if other < 0
    other.times.reduce(self) do |memo|
      memo.next
    end
  end

  def -(other)
    return self.+(other * -1) if other < 0
    other.times.reduce(self) do |memo|
      memo.previous
    end
  end

This was autocorrected to:
app/models/week.rb:52:30: C: [Corrected] Style/SymbolProc: Pass &:next as an argument to reduce instead of a block.
    other.times.reduce(self) do |memo| ...
                             ^^^^^^^^^
app/models/week.rb:59:30: C: [Corrected] Style/SymbolProc: Pass &:previous as an argument to reduce instead of a block.
    other.times.reduce(self) do |memo| ...
                             ^^^^^^^^^

Resulting in the new listing:
  def +(other)
    return self.-(other * -1) if other < 0
    other.times.reduce(self, &:next)
  end

  def -(other)
    return self.+(other * -1) if other < 0
    other.times.reduce(self, &:previous)
  end

However, this actually blows up when executed in my test. (Sadly, I haven't figure out why yet)
ArgumentError: wrong number of arguments (given 1, expected 0)
    app/models/week.rb:34:in `previous'
    app/models/week.rb:57:in `times'
    app/models/week.rb:57:in `each'
    app/models/week.rb:57:in `reduce'
    app/models/week.rb:57:in `-'
    app/models/week.rb:51:in `+'
    app/models/week.rb:90:in `find_week_by'
    app/models/week.rb:85:in `previous_week_that'
    app/models/week.rb:69:in `previous_invoice_week'
    app/controllers/invoices_controller.rb:9:in `todo'

This happens because reduce actually yields 2 parameters on the block, but you have declared only one of them. When you use &: it passes the second argument to the method, but the method does not expect an argument.
If you declare that the block has a second (unused) parameter however, RuboCop would not suggest using &:
So the correct code would be:
def +(other)
    return self.-(other * -1) if other < 0
    other.times.reduce(self) do |memo, _current|
      memo.next
    end
  end

  def -(other)
    return self.+(other * -1) if other < 0
    other.times.reduce(self) do |memo, _current|
      memo.previous
    end
  end


Handle network failure in acquireTokenSilent

Library

[ ]<EMAIL_ADDRESS>or<EMAIL_ADDRESS>[x]<EMAIL_ADDRESS>[ ]<EMAIL_ADDRESS>[ ]<EMAIL_ADDRESS>[ ]<EMAIL_ADDRESS>[ ]<EMAIL_ADDRESS>[ ]<EMAIL_ADDRESS>[ ]<EMAIL_ADDRESS>
Framework

[ ] Angular
[x] React
[ ] Other

Description
It appears that MSAL is not gracefully handling the scenario where a token has expired and the user does not have internet connectivity. I am seeing a generic "TypeError: Failed to fetch" when I call PublicClientApplication.acquireTokenSilent(...).
 Potentially surface this error as an AuthError to make error handling more uniform.
Browsers/Environment

[ ] Chrome
[ ] Firefox
[x] Edge
[ ] Safari
[ ] IE
[ ] Other (Please add browser name here)

Regression

[ ] Did this behavior work before?

Security

[ ] Is this issue security related?

@k-mehta Thanks for bringing this to our attention. We will investigate this issue.

@k-mehta Thanks for bringing this to our attention. We will investigate this issue.


Struggling on how to combine two functions..

Hi There,
i'm totally new to programming, but with help from here, youtube and stackoverflow i managed tot build a few working trading bots. One of my last try's is to let it sell 100%. I saw a few issues here with similar questions, but never with a satisfying answer, so i came up with this below, which totally works like i intended 'standalone'
client = Client(config.API_KEY, config.API_SECRET)

balance = client.get_asset_balance(asset='BTC')
FREEBTC = float(balance['free'])
TRADE_QUANTITY_SELL = round(FREEBTC, 6)
#print (TRADE_QUANTITY_SELL)

order = client.create_test_order(
    symbol=TRADE_SYMBOL,
    side=SIDE_SELL,
    type=ORDER_TYPE_MARKET,
    quantity=TRADE_QUANTITY_SELL)

Below I'm trying to fit this in to my bot, as is below, it does buy, but does not sell. When i change the quantity in both sell and buy order to the same set value (like TRADE_QUANTITY_BUY) it both buys & sells. So there is some kind of problem in my quantity, but can't figure out what it is...
Next question is also what best position is for in_position = False , When set to TRUE is does not affect what i wrote above. but when set to FALSE it has to be in another position, but when put above first function it does not work as well..
RSI_PERIOD = 14
RSI_OVERBOUGHT = 70
RSI_OVERSOLD = 30
TRADE_SYMBOL = 'BTCEUR'
TRADE_QUANTITY_BUY = 0.002

closes = []
#in_position = False

client = Client(config.API_KEY, config.API_SECRET)

#account = client.get_account()
balance = client.get_asset_balance(asset='BTC')
FREEBTC = float(balance['free'])
TRADE_QUANTITY_SELL = round(FREEBTC, 6)
#print(SELL_TOTAL)

def order(side, quantity, symbol, order_type=ORDER_TYPE_MARKET):
    try:
        print("sending order")
        order = client.create_order(symbol=symbol, side=side, type=order_type, quantity=quantity)
        print(order)
    except Exception as e:
        print("an exception occured - {}".format(e))
        return False

    return True

def on_open(ws):
    print('opened connection')

def on_close(ws):
    print('closed connection')

def on_message(ws, message):
    global closes

    print('received message')
    json_message = json.loads(message)
    pprint.pprint(json_message)

    candle = json_message['k']

    is_candle_closed = candle['x']
    close = candle['c']

    in_position = False

    if is_candle_closed:
        print("candle closed at {}".format(close))
        closes.append(float(close))
        print("closes")
        print(closes)

        if len(closes) > RSI_PERIOD:
            np_closes = numpy.array(closes)
            rsi = talib.RSI(np_closes, RSI_PERIOD)
            print("all rsis calculated so far")
            print(rsi)
            last_rsi = rsi[-1]
            print("the current rsi is {}".format(last_rsi))

            if last_rsi > RSI_OVERBOUGHT:
                if in_position:
                    print("Sell! Sell! Sell!")
                    #print(SELL_TOTAL)
                    #print("Current free balance BTC is {}".format(SELL_TOTAL))
                    #put binance sell logic
                    order_succeeded = order(SIDE_SELL, TRADE_QUANTITY_SELL, TRADE_SYMBOL)
                    if order_succeeded:
                        in_position = False
                else:
                    print("It is overbought, but we don't own any. Nothing to do.")

            if last_rsi < RSI_OVERSOLD:
                if in_position:
                    print("Buy! Buy! Buy!")
                    #print("It is oversold, but you already own it, nothing to do")
                    order_succeeded = order(SIDE_BUY, TRADE_QUANTITY_BUY, TRADE_SYMBOL)
                    if order_succeeded:
                        in_position = True
                else:
                    print("Buy! Buy! Buy!")
                    #put binance order logic here
                    order_succeeded = order(SIDE_BUY, TRADE_QUANTITY_BUY, TRADE_SYMBOL)
                    if order_succeeded:
                        in_position = True

ws = websocket.WebSocketApp(SOCKET, on_open=on_open, on_close=on_close, on_message=on_message)

ws.run_forever( )

Thnx for the help!

When you have trouble selling/buying a certain amount, it could be the Binance filters (LOT_SIZE, MIN_NOTIONAL, PRICE_FILTER), or if you're selling for the market price, the price may had simply shifted against your favor(try selling 90% of what you have). If it's the filters, I can send you some of the code I wrote.. It's hairy business to say the least. (BTW, you shouldn't be relying on just RSI when trading. There are many more technical indicators.)

I think there's also a problem with the logic with that in_position. on message it sets in_position to false. then, if overbought, you try to sell-- but only if in_position is true. so you're not selling. it would start working, interchangeably, once you start buying. where did you get this code?

move in_position=false outside on_message(make it global), that may help. maybe :D I'm not a python specialist either.

When you have trouble selling/buying a certain amount, it could be the Binance filters (LOT_SIZE, MIN_NOTIONAL, PRICE_FILTER), or if you're selling for the market price, the price may had simply shifted against your favor(try selling 90% of what you have). If it's the filters, I can send you some of the code I wrote.. It's hairy business to say the least. (BTW, you shouldn't be relying on just RSI when trading. There are many more technical indicators.)

The sell code on itself works just fine standalone...
I know about RSI, but in a bullish market in some pairs it can be great. Everything i try is first backtested.

I think there's also a problem with the logic with that in_position. on message it sets in_position to false. then, if overbought, you try to sell and rsi is overbought-- but only if in_position is true. so you're not selling.

True. When set to true it al 'works' (not the way it should, but it works) but when put on top, it also does not work. When set to True in the current position it keeps buying small portions as long as RSI < 30 and for what i'm trying now i want to sell it all when RSI > 70.

if you put your variable outside the function, but want to you it as a global, you need to declare is as a global in your function. (if you're in a class, you'd prefix it with self.) for example:
stuff= "monkey"
def something_func():
global stuff
stuff += "balls"
print(stuff)
something_func()

My Analysis class only has Stochastic RSI, and it's pegged at 80%-20%. Been a while.. I implemented all the indicators myself.


CI cargo fmt warnings

Consider the output in here, under the cargo fmt --check stage:
/usr/share/rust/.cargo/bin/cargo fmt --all -- --check
Warning: can't set `indent_style = Block`, unstable features are only available in nightly channel.
Warning: can't set `wrap_comments = false`, unstable features are only available in nightly channel.
Warning: can't set `format_code_in_doc_comments = false`, unstable features are only available in nightly channel.
Warning: can't set `comment_width = 80`, unstable features are only available in nightly channel.
Warning: can't set `normalize_comments = false`, unstable features are only available in nightly channel.
Warning: can't set `normalize_doc_attributes = false`, unstable features are only available in nightly channel.
Warning: can't set `license_template_path = ""`, unstable features are only available in nightly channel.
Warning: can't set `format_strings = false`, unstable features are only available in nightly channel.
Warning: can't set `format_macro_matchers = false`, unstable features are only available in nightly channel.
Warning: can't set `format_macro_bodies = true`, unstable features are only available in nightly channel.
Warning: can't set `empty_item_single_line = true`, unstable features are only available in nightly channel.
...

This looks similar to https://github.com/rust-lang/rustfmt/issues/2227, needs a bit more investigation.
TODO:

[ ] Once this is fixed, ensure src/dummy.rs that was added in https://github.com/FedericoPonzi/Horust/pull/41 is removed.

This is not really a bug but rather laziness eheh. The rustfmt config I've added is using some unstable features, the only result is that they're not checked against. As a minor update, I agree that we can remove / comment the unstable features and come back to them at some point.

Will be closed in https://github.com/FedericoPonzi/Horust/pull/41.


Change wrong links in the readme file

Unfortunately, the link was the link for the nodejs driver. I have replaced this with the ones for java.

Noice! Thanks


Redundant logging messages

Expected Behavior
Just show the following message once:
[17:32:22] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.22km
[17:32:22] [x] Need to move closer to Pokestop
Actual Behavior
Instead this messages is kept repeating every 3 seconds till the worker arrives. Snippet:
[17:32:22] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.22km
[17:32:22] [x] Need to move closer to Pokestop
[17:32:26] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.21km
[17:32:26] [x] Need to move closer to Pokestop
[17:32:29] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.20km
[17:32:29] [x] Need to move closer to Pokestop
[17:32:32] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.19km
[17:32:32] [x] Need to move closer to Pokestop
[17:32:35] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.19km
[17:32:35] [x] Need to move closer to Pokestop
[17:32:38] [x] Found fort 57a212470685489eac2f097e54e31883.16 at distance 0.18km
[17:32:38] [x] Need to move closer to Pokestop
Other Information
OS: OS X El Capitan
Git Commit: 8f0bacebcd172727f7e6ccd8e8861d4d47c7937c`

It's showing you how close you are to it, eg updating the distance

That's true, but isn't it a bit too much to show this message every 3 seconds?

I think the idea is to show what the bot is doing. The already removed progress bar was probably for the same purpose. I totally agree that they are redundant.

I think to see what the bot is doing the web interface should suffice, the old logging interface was perfect the way it was.


UI elements near window edge are unusable

VSCode Version: 1.30.2 (user setup)
OS Version: Windows_NT x64 10.0.17134

UI elements very near the window edge become unusable, as Windows assumes you are trying to resize the window.  This is especially problematic for already thin elements like the vertical scroll bar in the integrated terminal, where there are relatively few usable pixels:

NOTE: I do use "window.zoomLevel": -1, however this issue is still very present with the default zoom level.
For reference, here is Notepad overlaid on Code, where both windows have been programmatically resized to the same coordinates:

Where Code can be seen is a visual indicator of Notepad's non-client area—the area where one expects to be able to resize a window.  Code's "frameless window" pushes its client area right up to the limit of the window rectangle, so there is no outside buffer.  This means Code has to give up some its visual space for resizing; and for areas of the UI that have no interactable controls, this is fine.  But something like the terminal's scroll bar is very difficult to access quickly.

@deepak1556 feel free to close as out of scope. I can still repro in exploration builds


refactor: use serde json workspace in the committer

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Dynamic case tiles

Solving http://manage.dimagi.com/default.asp?179028.

Do you have an app I can install to test out these changes?

https://www.commcarehq.org/a/rec/apps/view/f7036b646c12ba5acb9977fef748088a/releases/
, child visit
On Tue, Aug 18, 2015 at 10:42 AM, Phillip Mates<EMAIL_ADDRESS>wrote:

Do you have an app I can install to test out these changes?
—
Reply to this email directly or view it on GitHub
https://github.com/dimagi/commcare-odk/pull/530#issuecomment-132210749.

Tried running the REC app on this branch and on master and still wasn't able to figure out what is being fixed here.


Routing From "imports/ui/layouts and imports/ui/pages" Not Displaying To main.js Using Flow-Router with BlazeLayouts

Hey everyone!
I have looked through this code for at least 10+ hours attempting to discover why the routing is not working for my new meteor application that I'm building for the Steem blockchain and still no result. I've tried multiple file structures and followed multiple tutorials, but still it doesn't work.
I am using VeliovGroup/flow-router with BlazeLayouts on Meteor 1.8.2
I want to launch this project ASAP, but I can't move on until this issue is resolved. Any help at all is eternally appreciated.
This is an open-source project called Slangtionary located on GitHub here: https://github.com/marhalish/slangtionary
If you need anymore information I'll gladly provide it.
Errors
There are no errors in console log. When I start the meteor server the expected templates are not displaying, this is the issue. I have tried using this.render() but I still cannot get it working.
Versions
Browser
Brave Browser - V. 0.19.139
Firefox - V. 57.0.4. (64-bit)
Operating System
MacOs High Sierra V. 10.13.12
All Meteor Package Versions:
<EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS>-> Original KadiraHQ/Blaze-layout
<EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS>Here is a screenshot of my application code where I believe the problem may be. Is there something wrong with the setup currently that is causing the templates "appHeaderLayout", "appFooterLayout", and the "content" section to dynamically display depending on the given route in the routes.js file?

I followed the tutorial, but what goes into the main.html and main.js that are created by default? The tutorial creates an imports folder with an index.js, index.html, etc., but what is the new file structure?

what goes into the main.html and main.js that are created by default?

Imports, for each side

See project's structure at this demo project

I updated the entire app to the same file structure as the demo project. Now whenever I load up my application located here: (https://github.com/marhalish/slangtionary) on the localhost:3000 server the only thing showing on screen is the imported files from "app/client/core.js".

@marhalish it's because we're using per-route dynamic loading, see example here

I updated my routes.js and other files, but the content is not importing based on the routes. I included some more screenshots. Do you have any ideas?

@marhalish errors? exceptions?

@dr-dimitru no errors are showing in the server logs

Is there anything else I can look for?

FlowRouter is (mostly) Client package. Check browser's console for errors

Just for fun I took a look at your repo to see if I could find where the problem was.
I've listed the things I found in order below:

Console error There are multiple templates named 'notFound'.

Cause: Template notFound defined in about.html, contact.html and notFound.html
Fix: Only have one notFound template. Each template should be defined only once, preferably in it's own file.

Multiple body definitions (one in each template), causing each template to always be rendered to the page.

Cause: Multiple body definitions
Fix: Delete all body sections
Don't bother with a body definition since FR will manage your layout

_mainLayout.htmlcontains {{ yield }} not {{> yield }} as per docs

Fix: replace {{ yield }} with {{> yield }}

After the above, new error in console: ".render()- Requiresblazeandtemplating, or blaze-html-templates` packages to be installed"

Cause: This appears to be caused by #43, fix is already in pipeline for next release
Fix: Until next FR release, downgrade to 3.4.3 (I did this by adding the version number to the package name in .meteor/packages<EMAIL_ADDRESS>

Everything seems to work now

I then added routes for about and contact which also worked fine
Here's the fork where I have done the above.
https://github.com/coagmano/slangtionary/

@coagmano thanks a lot!
Issue with template dependency can be fixed by placing it above ostrio:flow-router-extra in .meteor/packages file, as described here.

Thank you so much @dr-dimitru and @coagmano! #43 is what plagued the routing this whole time. I truly appreciate all the help, I owe y'all one.


Addon Services local to engines not able to be injected

In my app I am trying to convert to Embroider I have an engine that I use. My engine has ember-data as a dependency (at the same version as my app). My engine also has its own adapter, so ember-data requests from the engine go to their own API endpoint, thus we do not provide the host's store service to the engine like other host services are/can be.
However when loading the app with the engine loaded, I encounter this error: Assertion Failed: Attempting to inject an unknown injection: 'service:store' as the engine's route injects the store service.
If I look at the Ember inspector's Container.services I can see that the store service is missing, where it should be there.
On pre-Embroider/broccoli, there is no issue, but with Embroider it throws this error.
I have tried making a dummy store service re-export at my-engine/addon/services/store.js by importing the Store from ember-data and just re-exporting it, but that raises the issue of it not being able to see my app's model registry for some reason.
I have a reproducible example here: https://github.com/lfloyd117/embroiderengineissue
Versions:
ember-source: 4.12.4
ember-engines: 0.8.23
@embroider/core: 3.4.14
@embroider/compat: 3.6.0
ember-data: 4.6.5

This is an issue with our codebase, not upstream


next/previous file shortcuts in Status view not highlighted correctly

The Status view’s keyboard reference contains entries for the new next/previous file shortcuts:
  [.] move cursor to next file
  [,] move cursor to previous file

Unfortunately, the syntax highlighting doesn’t recognise the . and , characters, so they are not highlighted as the other shortcuts are.

Hmm - this is unexpected.  1) what version of GitSavvy are you using?  This should have been fixed/added with this change.

Ah! I’m using the latest release, and it seems like this fix just hasn’t been released yet. Thanks!


refactor(api): Generate empty log files if not found

overview
The logs endpoint did not take into account creating empty log files if they did not exist. This created weird behavior on front-end side where a user would be prompted to save a file, but nothing actually saved.
changelog

Add empty files if either api or serial log(s) do not exist.

review requests
@btmorr did I do this in the right place?

Agreed with all of @mcous 's comments. If you want to really work with the standard library, then instead of doing open(filename, 'a').close(), you could do:
import pathlib

filepath = pathlib.Path(filename)
filepath.touch()

It adds another import, but one from the standard library. I wouldn't be opposed to beginning to move in the direction of using Path objects in the places where we're using strings for paths, but I'm also not adamant that it is needed right now either.


404 css's

In index appear css/app.min.css and css/responsive.min.css, but those files are not in the folder of the app. The files that i can find are, mobile-angular-ui-base.min.css, mobile-angular-ui-desktop.min.css,mobile-angular-ui-hover.min.css, mobile-angular-ui-migrate.min.css.
I have to replace for one of the folder that i find?
regards!

You have to tell us which project, you are referring to. In the current demo there are no references to the .css files you named.


[plot] curves on right axis are not selectable

With matplotlib backend, curves on right axis cannot be selected with the mouse.
To reproduce:
from silx import sx
w = sx.plot((1, 2))
w.addCurve((0, 2), (1, 2), legend='2', yaxis='right')

and click on the red curve

+1
It is a feedback from bliss/flint user. As this application uses a lot both axis.

closed by #2602


[a11y] Add isEnabled semantics flag to  text field

Add a semantics flag to   text field to fix https://github.com/flutter/flutter/issues/143337 (in IOS the disabled text field is not read dimmed)
internal: b/322345393
Pre-launch Checklist

[ ] I read the Contributor Guide and followed the process outlined there for submitting PRs.
[ ] I read the Tree Hygiene wiki page, which explains my responsibilities.
[ ] I read and followed the Flutter Style Guide, including Features we expect every widget to implement.
[ ] I signed the CLA.
[ ] I listed at least one issue that this PR fixes in the description above.
[ ] I updated/added relevant documentation (doc comments with ///).
[ ] I added new tests to check the change I am making, or this PR is test-exempt.
[ ] All existing and new tests are passing.

If you need help, consider asking for advice on the #hackers-new channel on Discord.

This is a good change, but it won't fix https://github.com/flutter/flutter/issues/143337. I tried manually wrapping TextField in a Semantics widget myself and it doesn't solve the issue. There is some bug on the iOS and Web engine side that needs to be fixed.

I did some manually IOS testing, if a semantics node has flags [isTextField hasEnabledState isReadOnly], it will read dimmed in IOS (as we want). if it has flag [isTextField isReadOnly], it's not read as  dimmed.
the text field semantics node should have enabled/disabled semantics flag.

Reason for revert: broke g3 tests


sql: set_config builtin supports local=true

PR: https://github.com/cockroachdb/cockroach/pull/69480
From release notes:

The set_config builtin function now allows the local parameter to be true. This is the same as using SET LOCAL. [#69480][#69480]

Captured by included docs


[feature request] open in IDE

better than Open in Finder
there is relevant code to do this in create-react-app itself, to detect and open the IDE

Thanks for the suggestion! If anyone can point to the code where CRA handles this that’d be super helpful

https://github.com/facebook/create-react-app/blob/03604a46f0fb3a38f306db687c59ce61de1dc2d2/packages/react-dev-utils/launchEditor.js
On Mon, Jun 4, 2018 at 2:23 PM Sara Vieira<EMAIL_ADDRESS>wrote:

@tsiq-swyx https://github.com/tsiq-swyx When does create react app open
files in the IDE ?
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That is not pretty code ahah
On Mon, 4 Jun 2018, 20:08 tsiq-swyx<EMAIL_ADDRESS>wrote:

https://github.com/facebook/create-react-app/blob/03604a46f0fb3a38f306db687c59ce61de1dc2d2/packages/react-dev-utils/launchEditor.js
On Mon, Jun 4, 2018 at 2:23 PM Sara Vieira<EMAIL_ADDRESS>wrote:

@tsiq-swyx https://github.com/tsiq-swyx When does create react app
open
files in the IDE ?
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🤷🏼♂its free code and its guaranteed to work lol. i have 0 complaints.
On Mon, Jun 4, 2018 at 4:33 PM Sara Vieira<EMAIL_ADDRESS>wrote:

That is not pretty code ahah
On Mon, 4 Jun 2018, 20:08 tsiq-swyx<EMAIL_ADDRESS>wrote:

https://github.com/facebook/create-react-app/blob/03604a46f0fb3a38f306db687c59ce61de1dc2d2/packages/react-dev-utils/launchEditor.js

On Mon, Jun 4, 2018 at 2:23 PM Sara Vieira<EMAIL_ADDRESS>wrote:

@tsiq-swyx https://github.com/tsiq-swyx When does create react app
open
files in the IDE ?
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I used the hell out if it #9 and it worked great!

lol that was like 20 lines of code. nice job.
On Mon, Jun 4, 2018 at 6:26 PM Sara Vieira<EMAIL_ADDRESS>wrote:

I used the hell out if it #9 https://github.com/jxnblk/ram/pull/9 and
it worked great!
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I think this was added in the mentioned PR, but it (sadly) doesn't work with vim. Can anyone confirm whether or not the Open in Editor link works as expected?

I can confirm it opens in vscode


🎨 Minor tweaks for style

Before
After

Looks good, but I think @apply border is the same as @apply border-[1px], I'll change it later~


Specified field is greater than the number of fields

Hi, The tool VectorPolygonsToRaster returns the following error for one of my files:
thread 'main' panicked at 'Error: Specified field is greater than the number of fields.', whitebox-vector\src\shapefile\attributes.rs:311:13
note: run with RUST_BACKTRACE=1 environment variable to display a backtrace
Process returned error code 101
I am trying to use the column "burndepth" to convert these polygons to a raster using a basefile. Files: https://drive.google.com/file/d/1xsBVombThKyC8pToWcwlWTUZ5pUfwLhM/view?usp=sharing
Parameters: --run="VectorPolygonsToRaster" --input='/data/clipvector/culverts/watershed_1307.shp' --field=burndepth --output='/temp/watershed_1307_culvert.tif' --base='/temp/watershed_1307_ditchburn.tif'
I am not sure if this is due to the tool or my data. Many of my other files that were created in the same way works fine.

Thanks for sending the data along William. This is an odd error and looking at it just now, I don't think it's the data. I'll take a deeper dive as soon as I can and get back to you.

I just figured out the issue and have committed a fix. Thanks for reporting the issue, and most of all, for providing a detailed description of the problem and a sample data set for me to replicate the bug. I think I'll likely be releasing the next version of the open core relatively soon as there have been some exciting additions making a new release worthwhile. But if you can't wait until then, you're welcome to compile from source if you'd like to get your hands on the fix asap. Should you decide to compile from source, there is a new build.py script in the main whitebox-tools folder. You should just download the source code, cd to the whitebox-tools directory, and then python build.py to compile. You'll see that it creates a new WBT subfolder that has everything that you need in it. There is a new Whitebox Runner app in there too...it's a real step up from the old Python based Runner, but a word of warning: it's now a Rust based app that uses a GUI library called egui. For some reason, I can compile it without issue on Windows and Mac, but I have as of yet not been able to successfully compile the new Runner on Linux. I say this because I know that you are a Linux user. If you also run into issue on compiling it, just remove the one call to compile the Runner in the build.py script and it should compile the rest of the project without issue. If you are able to compile the Runner on Linux, please let me know...I have been pulling my hair out (or what's left of it) trying to get that resolved.

You are fast! I am currently using the PyPI version of Whitebox inside a docker container but I will follow your advice and build it from the source until the next version is rolled out. I don't usually use the wbrunner anyway but I love the new look. Especially in dark mode, nice job!
Thank you for solving this issue John!


Expose Developer Portal from Kusk

Could we host swagger ui for the user and when they add this extension:
x-kusk:
  developer_portal(?):
    path: /dev-portal

We show them some OpenAPI documentation under /dev-portal (we could have a default path)
This way consumers can test the API, run operations, etc directly enabled by Kusk
Work to do:

Docker packaging of devportal code
Github action pipelines for deploying new images, k8s resources
API type changes in kgw of to accept a devportal path and then deploying the devportal

Current questions:

Can this be applied from the OpenAPI spec and still be disabled by removing the playground extension?
If not, can we apply this through the CLI?

Work has already started here: https://github.com/kubeshop/kusk-gateway-developer-portal
we need backend tickets for this

Internal example for Kusk Gateway:

[ ] Policy

x-kusk:
   dev_portal:
        path: /devportal # user defined path to the devportal
        logo_url:  http://some.url/logo.svg # URL to the logo
        title: some_title #

[ ] CLI add devportal to cluster installation
[ ] Add dashboard "Dev Portal settings"
[ ] Add more scaffolding to the dev portal UI and dockerize the deployment. DevPortal Backend will based on the devportal route will use kusk API server to detect the API object.

The work for this has been completed from the kgw side. We just need to wait for the frontend side to be completed and the CI setup and we will be good to go