[Runtime Bug]: colorTexture2 Color & Alpha Not Blending with colorTexture1 - Star Wars Empire at War (2006)

Describe the bug
Context:
For the game Star Wars Empire at War (Directx9.0c), we have a odd issue. There is multiple shaders which use fixed function calls to blend textures to produce one output.

Space Fog of War: A fog of war mask texture is generated by the CPU to indicate in real time using a alpha channel, where units can see on a 2d plane. This is seen as a corresponding white texture with an alpha of where units can see is generated. This is combined with a generic diffuse texture for a grid which should have its color and alpha "blended" with the fog of war texture.

Land Terrain Textures: A mask texture is generated by the CPU to indicate on a cell of the map where a certain terrain texture should be painted. This is seen as a corresponding white texture. This is combined with a generic diffuse texture for the type of terrain (grass/rock/dirt/etc.) which should have its color "blended" with the mask texture. The game splits a "cell" of a terrain into chunks based on where a certain terrain texture is painted. Hence a separate grid like mesh to created, split from the original square cell. The texture is then painted onto the new mesh within the now split cell.

Issue Observed:
When handling two color textures. Remix will read colorTexture1 and will display said colorTexture1 without blending the color or alpha of colorTexture2.

For Space Fog of War this means the white mask texture (colorTexture1) with the alpha which indicates where units currently see, becomes the only visible texture. The grid texture's (colorTexture2) color and alpha is not blended with the mask texture.

For Land Terrain Textures the mask texture (colorTexture1) generated to indicate where to display a terrain diffuse texture (colorTexture2) within a cell becomes the only visible texture. The terrain diffuse texture color is not blended with the mask texture.

colorTexture1 & colorTexture2 will be read by Remix and present in the list of textures on the side for Space Fog of War. However for Land Terrain Texture only colorTexture1 will be present. If you ignore the skydome texture, then mark the terrain white mask texture as Skybox, the proper blended Terrain Texture becomes visible. However it is not read by Remix at said point and hence no render calls (lighting) are made on it, so this "workaround" is pointless.
I ultimately believe these two issues are very similar in scope and hence could share a single fix.
Code:
As mentioned prior, Empire at Wars shaders are all purpose built with fallback fixed function techniques to ensure compatibility with less-powerful graphics cards of the time. See below for each of the above issues, the corresponding shader technique code, to get an idea of the fixed function calls used.

Space Fog of War (Shader Name: SpaceFogOfWar.fx):

technique t1
<
	string LOD="FIXEDFUNCTION";
>
{
	pass t1_p0
	{
        SB_START

    		ZWriteEnable=false;
    		ZFunc=lessequal;
    		AlphaBlendEnable=true;
    		DestBlend = INVSRCALPHA;
    		SrcBlend = SRCALPHA;

            CullMode=none;

    		// FF Vertex pipeline
    		Lighting=false;

    		// FF Pixel pipeline
    		AddressU[0] = CLAMP;
    		AddressV[0] = CLAMP;

    		AddressU[1] = WRAP;
    		AddressV[1] = WRAP;

            TexCoordIndex[1] = CAMERASPACEPOSITION;
    		TextureTransformFlags[1] = COUNT2;
    		ColorOp[0]=SELECTARG1;
    		ColorArg1[0]=TEXTURE;
    		AlphaOp[0]=SELECTARG1;
    		AlphaArg1[0]=TEXTURE;

    		ColorOp[1]=SELECTARG1;
    		ColorArg1[1]=CURRENT;
    		ColorArg2[1]=TEXTURE;

            AlphaOp[1]=MODULATE;
    		AlphaArg1[1]=TEXTURE;
    		AlphaArg2[1]=CURRENT;

    		ColorOp[2]=Disable;
    		AlphaOp[2]=Disable;

        SB_END

        VertexShader = NULL;
        PixelShader = NULL;

		Texture[0] = (m_FOWTexture);
        Texture[1] = (GridTexture);
		TextureTransform[1] =
		(
			mul(
				m_viewInv,
				float4x4(
					float4(200*m_FOWTexU.x,200*m_FOWTexV.x,0,0),
					float4(200*m_FOWTexU.y,200*m_FOWTexV.y,0,0),
					float4(0,0,1,0),
					float4(0,0,0,1))
				)
		);
	}

	// cleanup pass
	pass t1_cleanup < bool AlamoCleanup = true; >
	{
        SB_START

    		AddressU[0] = WRAP;
    		AddressV[0] = WRAP;

    		TexCoordIndex[0] = 0;
    		TextureTransformFlags[0] = DISABLE;
    		TexCoordIndex[1] = 1;
    		TextureTransformFlags[1] = DISABLE;

        SB_END
	}

}

Land Terrain Textures (Shader Name: TerrainRenderBump.fx):

technique t3
<
	string LOD="FIXEDFUNCTION";
>
{
	pass t3_p0
	{
        SB_START

    		// General Render States
    		ZEnable=true;
    		ZWriteEnable=true;
    		ZFunc=lessequal;

    		// Blend Texture
    		MinFilter[0]=LINEAR;
    		MagFilter[0]=LINEAR;
    		MipFilter[0]=LINEAR;

    		TexCoordIndex[0] = CAMERASPACEPOSITION;
    		TextureTransformFlags[0] = COUNT2;

    		ColorOp[0]=SELECTARG1;
    		ColorArg1[0]=TEXTURE;
    		AlphaOp[0]=SELECTARG1;
    		AlphaArg1[0]=TEXTURE;

    		// Diffuse+Gloss Texture
    		MinFilter[0]=LINEAR;
    		MagFilter[0]=LINEAR;
    		MipFilter[0]=LINEAR;

    		TexCoordIndex[1] = CAMERASPACEPOSITION;
    		TextureTransformFlags[1] = COUNT2;

    		ColorOp[1]=MODULATE2X;
    		ColorArg1[1]=DIFFUSE;
    		ColorArg2[1]=TEXTURE;
    		AlphaOp[1]=SELECTARG1;
    		AlphaArg1[1]=CURRENT;

    		ColorOp[2]=Disable;
    		AlphaOp[2]=Disable;

    		/*
            Attempt at gloss-masked specular...
    		ColorOp[2]=MODULATEALPHA_ADDCOLOR;
    		ColorArg1[2]=CURRENT;
    		ColorArg2[2]=SPECULAR;
    		AlphaOp[2]=SELECTARG1;
    		AlphaArg1[2]=CURRENT;
    		*/

        SB_END

        VertexShader = NULL;
        PixelShader = NULL;

		Texture[0] = (blendTexture);
		TextureTransform[0] =
		(
			mul(
				m_viewInv,
				float4x4(
					float4(blendTexScale.x,0,0,0),
					float4(0,blendTexScale.y,0,0),
					float4(0,0,1,0),
					float4(blendTexOffset.x,blendTexOffset.y,0,1))
				)
		);

		Texture[1] = (diffuseTexture);
		TextureTransform[1] =
		(
			mul(
				m_viewInv,
				float4x4(   float4(diffuseTexU.x,diffuseTexV.x,0,0),
                            float4(diffuseTexU.y,diffuseTexV.y,0,0),
                            float4(diffuseTexU.z,diffuseTexV.z,1,0),
                            float4(diffuseTexU.w,diffuseTexV.w,0,1))
				)
		);
		// Material colors
		MaterialAmbient = (materialDiffuse);
		MaterialDiffuse = (materialDiffuse);
		MaterialEmissive = (float4(0,0,0,0));
		MaterialSpecular = (materialSpecular);
		MaterialPower = (16.0f);
	}

	// cleanup pass
	pass t3_cleanup < bool AlamoCleanup = true; >
	{
        SB_START

    		TexCoordIndex[0] = 0;
    		TexCoordIndex[1] = 1;
    		TextureTransformFlags[0] = DISABLE;
    		TextureTransformFlags[1] = DISABLE;

        SB_END
	}
}

Helpful Info:
From a conversation with NV_Mark on the RTX Remix Showcase Discord, he mentioned within the opaque material, specifically:
    chooseTextureArgument(textureArg1, surface.textureColorArg1Source, albedo, surfaceInteraction.vertexColor.rgb, tFactor.rgb, f16vec3(1.0));
    chooseTextureArgument(textureArg2, surface.textureColorArg2Source, albedo, surfaceInteraction.vertexColor.rgb, tFactor.rgb, f16vec3(1.0));
    chooseTextureOperationColor(albedo, surface.textureColorOperation, textureArg1, textureArg2);

There is an example of colorTexture1 & colorTexture2 blending. Perhaps however it is not being handed right/is bugged in chooseTextureOperationColor of src\dxvk\shaders\rtx\concept\surface_material\opaque_surface_material_blending.slangh.
The ray portal material for Portal was also mentioned as an example of colorTexture2 usage.
Image Breakdown:
For further context for the above two issue cases, see the below images from the DirectX SDK (June 2010) debugger alongside images from in-game with RTX Remix enabled.

Space Fog of War:
Fog of War Mask Texture (colorTexture1):

Grid Texture (colorTexture2):

Fog of War Mask Texture combined with Grid Texture:

Remix's interpretation of the Shader. Failing to combine the two textures. Only showing Fog of War Mask Texture (colorTexture1)

Land Terrain Textures:
Land Terrain Mask Texture (colorTexture1):

Terrain Diffuse Texture (colorTexture2):

Land Terrain Mask Texture BEFORE combination with Terrain Diffuse Texture:

Land Terrain Mask Texture AFTER combination with Terrain Diffuse Texture:

Remix's interpretation of the Shader. Failing to combine the two textures. Only showing Land Terrain Mask Texture (colorTexture1)

Useful Files:
StarWarsG_d3d9.log
rtx.conf.txt
dxvk.conf.txt
How do you reproduce the bug?

Launch Star Wars Empire at War
Enter into any Space Skirmish Map
Observe if Fog of War is blended with Grid Texture color + alpha.

If solid gray plane observed then issue reproduced.
If grid like plane observed then issue not reproduced, working as expected.

Launch Star Wars Empire at War
Enter into any Land Skirmish Map
Observe if Terrain texture mask is blended with Terrain diffuse map.

If solid white plane observed then issue reproduced
If terrain texture (such as grass or dirt) is visible, then issue not reproduced, working as expected.

What is the expected behavior?
For Space the runtime should properly blend the mask texture whos alpha indicates visible space with the grid texture which indicates not visible space.
For Land the runtime should properly blend the mask texture with the terrain texture. The mask texture color indicates where a terrain texture should be present.
Version
0.5.1

Note: I suspect these draw calls would work if they were categorized as terrain, but since the colorTexture1 is unstable (dynamically generated on the cpu), there's no way to reliably categorize them.

Note: I suspect these draw calls would work if they were categorized as terrain, but since the colorTexture1 is unstable (dynamically generated on the cpu), there's no way to reliably categorize them.
I suspect we'll need to enable categorization and replacement by colorTexture2 to really make this effect work.
Alternatively, @Arrokoth7323 would it be possible to get the game to swap the textures, so that colorTexture1 is the stable texture (either the grid or the grass texture) and colorTexture2 is the mask? If so, you could probably label them as terrain to get stuff to work properly.

Marking as Terrain Before Swapping colorTexture 1 & colorTexture2 Positions in Shader
Plan of Action I took here was to mark the Land Terrain Mask and Fog of War Mask texture as Terrain, then reboot. Runtime Terrain Baking was on, screenshots are after the reboot.

Land Terrain Textures:
With Land Terrain there is much more success than with Space. It never dawned on me what I was seeing was actually the proper texture... but with one slight issue. When you mark the Land Terrain Mask texture as Terrrain, the proper Land Terrain diffuse map (grass/rock/dirt/etc.) becomes visible. However the texture is very bright and moves with the camera as displayed below.
After Marking Terrain Mask Texture (colorTexture1) as Terrain:

![Streamable Video Link of this first process in action]
(For Reference) This is the displayed Terrain Diffuse map texture:

Space Fog of War:
After Marking Fog of War Mask Texture (colorTexture1) as Terrain:

(Note: I have tried marking the Space Fog of War Mask and Space Fog of War Grid textures as both Terrain. This does not change the above result, even after reboot)
After Un-Marking Fog of War Mask Texture (colorTexture1) as Terrain:

Something to note, whenever you load a new map in Space, the Fog of War Mask texture generates a new hash, aka becomes a new texture. This is because when starting a new map, your units are in a different position compared to other maps, hence the generated Mask texture for what you see is different. Simply going to each map and marking the initial Fog of War Mask texture is not a stable solution either. This is because when starting a new map your units will not always be in the same position as you last started that exact same map (blame small craft like fighters always spawning in a random position within a region). But if they happen to be, then yes the Mask texture is recognized from before and automatically displayed as marked Terrain.
Another thing to note, when marking either the Terrain Mask or Space Fog of War Mask textures as Skybox, the original correct version of the blended texture becomes visible. They are promptly ignored by the renderer however, as in light does not cast onto them anymore (because its Skybox now).

Image below is for Terrain Mask marked as Skybox. You will see the proper green color, not over illuminated like in prior pictures (probably in-part due to no light casting on it).

Marking as Terrain After Swapping colorTexture 1 & colorTexture2 Positions in Shader
So for Space and Terrain, when swapping colorTexture2 to become the new colorTexture1, said Space Grid or Terrain Diffuse texture is visible initially, but still not blended with their corresponding mask alphas. This means Space has the entire plane used for Fog of War as now a Grid Texture with no cutouts where units currently see. For Terrain this means the ground shows the correct terrain textures (albeit not terribly stable as seen in below video) but without the proper blending from the Mask, hence all textures look "blocky", not smooth like painted with a brush. There is no change in outcome when marking either the Space Grid or Terrain Diffuse and the corresponding mask texture as terrain and rebooting.

Land Terrain Textures:
Before Marking Terrain Diffuse Texture (colorTexture2 now as colorTexture1) as Terrain:

After Marking Terrain Diffuse Texture (colorTexture2 now as colorTexture1) as Terrain:

![Streamable Video Link of this second process in action]

Space Fog of War:
Before Marking Fog of War Grid Texture (colorTexture2 now as colorTexture1) as Terrain:

After Marking Fog of War Grid Texture (colorTexture2 now as colorTexture1) as Terrain:

Updated colorTexture2 now as colorTexture1 Shader Code
What I've done for each of the below is essentially maintain the original operations on each texture, but simply change their order of operation. So colorTexture1 is now colorTexture2 vice versa, but the operations taking place on said textures is still the same behavior if you compare to my original post's Shader code.

Land Terrain Textures (Shader Name: TerrainRenderBump.fx):

technique t1
<
	string LOD="FIXEDFUNCTION";
>
{
	pass t1_p0
	{
        SB_START

    		// General Render States
    		ZEnable=true;
    		ZWriteEnable=true;
    		ZFunc=lessequal;

            AddressU[0] = CLAMP;
            AddressV[0] = CLAMP;

    		TexCoordIndex[0] = CAMERASPACEPOSITION;
    		TextureTransformFlags[0] = COUNT2;

    		ColorOp[0]=MODULATE2X;
    		ColorArg1[0]=DIFFUSE;
    		ColorArg2[0]=TEXTURE;

        SB_END

        VertexShader = NULL;
        PixelShader = NULL;

		Texture[0] = (diffuseTexture);
		TextureTransform[0] =
		(
			mul(
				m_viewInv,
				float4x4(   float4(diffuseTexU.x,diffuseTexV.x,0,0),
                            float4(diffuseTexU.y,diffuseTexV.y,0,0),
                            float4(diffuseTexU.z,diffuseTexV.z,1,0),
                            float4(diffuseTexU.w,diffuseTexV.w,0,1))
				)
		);

		// Material colors
		MaterialAmbient = (float4(0,0,0,0)); //materialDiffuse);
		MaterialDiffuse = (float4(1,1,1,1)); //materialDiffuse);
		MaterialEmissive = (float4(0,0,0,0));
		MaterialSpecular = (float4(0,0,0,0)); //materialSpecular);
		MaterialPower = (16.0f);

	}

	// cleanup pass
	pass t3_cleanup < bool AlamoCleanup = true; >
	{
        SB_START

    		TexCoordIndex[0] = 0;
    		TexCoordIndex[1] = 1;
    		TextureTransformFlags[0] = DISABLE;
    		TextureTransformFlags[1] = DISABLE;

        SB_END
	}
}

Space Fog of War (Shader Name: SpaceFogOfWar.fx):

technique t1
<
	string LOD="FIXEDFUNCTION";
>
{
	pass t1_p0
	{
        SB_START

    		ZWriteEnable=false;
    		ZFunc=lessequal;
    		AlphaBlendEnable=true;
    		DestBlend = INVSRCALPHA;
    		SrcBlend = SRCALPHA;

            CullMode=none;

    		// FF Vertex pipeline
    		Lighting=false;

    		// FF Pixel pipeline
    		AddressU[0] = WRAP;
    		AddressV[0] = WRAP;

    		AddressU[1] = CLAMP;
    		AddressV[1] = CLAMP;

            TexCoordIndex[0] = CAMERASPACEPOSITION;
    		TextureTransformFlags[0] = COUNT2;

    		ColorOp[0]=SELECTARG1;
    		ColorArg1[0]=CURRENT;
    		ColorArg2[0]=TEXTURE;

            AlphaOp[0]=MODULATE;
    		AlphaArg1[0]=TEXTURE;
    		AlphaArg2[0]=CURRENT;

    		ColorOp[1]=SELECTARG1;
    		ColorArg1[1]=TEXTURE;
    		AlphaOp[1]=SELECTARG1;
    		AlphaArg1[1]=TEXTURE;

    		ColorOp[2]=Disable;
    		AlphaOp[2]=Disable;

        SB_END

        VertexShader = NULL;
        PixelShader = NULL;

        Texture[0] = (GridTexture);
		Texture[1] = (m_FOWTexture);
		TextureTransform[0] =
		(
			mul(
				m_viewInv,
				float4x4(
					float4(200*m_FOWTexU.x,200*m_FOWTexV.x,0,0),
					float4(200*m_FOWTexU.y,200*m_FOWTexV.y,0,0),
					float4(0,0,1,0),
					float4(0,0,0,1))
				)
		);
	}

	// cleanup pass
	pass t1_cleanup < bool AlamoCleanup = true; >
	{
        SB_START

    		AddressU[1] = WRAP;
    		AddressV[1] = WRAP;

    		TexCoordIndex[0] = 1;
    		TexCoordIndex[1] = 0;
    		TextureTransformFlags[0] = DISABLE;
    		TextureTransformFlags[1] = DISABLE;

        SB_END
	}

}

In response to a comment by NV_Mark on the RTX Remix Showcase Discord, see below results of testing these modified shaders in-game without Remix enabled (Note: Im not Shader expert, consider these to be crude edits):

If you use your new shaders without remix, do they work correctly?  just wanted to verify

Testing Modified Shaders In-Game Without Remix Enabled:
They do not function properly in-game with Remix disabled. As of now I have tried two methods for reversing the order of colorTexture1 & 2 in the shaders:

The way I described in the above comment, where I do not change the operations being taken on the associated textures, simply change the order. To where colorTexture2 becomes colorTexture1 so it now executes first vice versa.

With this method colorTexture2 is visible in-game blended with colorTexture1. So for Land Terrain this means the gray mask texture is visible. With Remix to reproduce this using the updated shader, you initially see the Land Terrain diffuse texture, once you mark it as Terrain then it becomes the gray mask.

The second way which I just tried now is simply swapping which textures outright like below:

Original:
Texture[0] = (m_FOWTexture);
Texture[1] = (GridTexture);

Swapped:
Texture[0] = (GridTexture);
Texture[1] = (m_FOWTexture);

This proves more disastrous, as now you see the Mask Texture using a mix of the Alpha/Color of the Grid/Terrain Diffuse texture.

Overall neither of my shaders edits have produced results. But one thing is clear, no matter the colorTexture1, whatever is set as colorTexture2 ends up being what is rendered in-game as the final visible texture. Similar to how marking a texture as Terrain with Remix makes the colorTexture2 visible on Land Terrain (not in Space, in Space its makes the entire plane used for the texture become dark grey.

However the texture is very bright and moves with the camera as displayed below.
I don't expect the terrain baker to continue working properly once the initial texture you marked is changed by the game - as then the terrain isn't getting any new draw calls, which can cause lots of problems.  I'm surprised it turns out so bright though.
I don't understand enough about how the .fx files are turned into actual shading and rendering code.  Most likely, you'll need to swap some stuff higher up, as well as associated bits like the texture transform.  If you can find any guides or write ups for how this file type is supposed to be used, you may find this easier to swap correctly.  If you can get the shaders working outside of Remix with the texture orders swapped, then I would expect it to become much easier to correctly handle them within remix (whether with terrain or some other option)

However the texture is very bright and moves with the camera as displayed below. I don't expect the terrain baker to continue working properly once the initial texture you marked is changed by the game - as then the terrain isn't getting any new draw calls, which can cause lots of problems. I'm surprised it turns out so bright though.
I don't understand enough about how the .fx files are turned into actual shading and rendering code. Most likely, you'll need to swap some stuff higher up, as well as associated bits like the texture transform. If you can find any guides or write ups for how this file type is supposed to be used, you may find this easier to swap correctly. If you can get the shaders working outside of Remix with the texture orders swapped, then I would expect it to become much easier to correctly handle them within remix (whether with terrain or some other option)

However the texture is very bright and moves with the camera as displayed below. I don't expect the terrain baker to continue working properly once the initial texture you marked is changed by the game - as then the terrain isn't getting any new draw calls, which can cause lots of problems. I'm surprised it turns out so bright though.
I don't understand enough about how the .fx files are turned into actual shading and rendering code. Most likely, you'll need to swap some stuff higher up, as well as associated bits like the texture transform. If you can find any guides or write ups for how this file type is supposed to be used, you may find this easier to swap correctly. If you can get the shaders working outside of Remix with the texture orders swapped, then I would expect it to become much easier to correctly handle them within remix (whether with terrain or some other option)

So a bit of an update so far. After working with user Gaukler, an expert with shaders from this title, he produced a shader modification for SpaceFogOfWar.fx which he felt was the proper way to reverse the colorTexture2 with 1 order whilst preserving the intended affect. See below results of using this updated shader with Remix disabled and enabled. I will post results for the modifications to the TerrainRenderBump.fx shader come next week.
Remix Disabled with Updated Shader Code to Properly Reverse colorTexture2 with 1 (SpaceFogOfWar.fx):
Updated Shader Results with Remix Disabled:

You can see above the Shader produces the correctly blended grid texture whilst calling the grid texture first within the shader. The original code has the mask texture being called first. See the updated shader code below.
Updated Shader Results with Remix Enabled:

The above image is before marking the now initially visible grid texture as terrain. Before you would just see the gray mask texture with the proper alpha indicating where units see. Now you see a grid texture without the mask texture's alpha indicating where units see. Hence the grid texture now covers the entire plane used for Fog of War rendering.

The above image you can see both the grid texture and generated mask texture are marked as terrain.

When you mark the mask texture as terrain, no visible updates occur. You still see the faint grid texture.
When you mark the grid texture as terrain you see this prevailing dark gray cover the entire plane. There is no alpha blending with colorTexture2 occurring due to marking as terrain. I believe the issue with SpaceFogOfWar is far different than the issue with TerrainRenderBump, so please put forward any further recommendations for troubleshooting this issue.

However, this re-orientation of textures to ensure the grid is generated first has inadvertently fixed our issue in a different way. This plane used to render the Fog of War is more or less meant to be UI, hence it should not have light cast onto it. The way to disable light casting onto it is to mark the grid texture (which is not generated by CPU and will always be the same hash no matter the map or units present) as Sky Texture. This will produce the properly blended grid texture as shown in the pictures below:

Marking as WorldSpaceUI or UI texture will not produce the same results, it will simply hide the texture outright. I am not sure if this is ultimately how the correct manner of approaching this issue. But the fact we don't have to re-tag a mask texture every time we enter a new map is awesome and hence I'm willing to put aside the issue with SpaceFogOfWar.
Will post another reply after testing next week with the updated TerrainRenderBump shader occurs. Thank you for your help so far!!

However the texture is very bright and moves with the camera as displayed below. I don't expect the terrain baker to continue working properly once the initial texture you marked is changed by the game - as then the terrain isn't getting any new draw calls, which can cause lots of problems. I'm surprised it turns out so bright though.
I don't understand enough about how the .fx files are turned into actual shading and rendering code. Most likely, you'll need to swap some stuff higher up, as well as associated bits like the texture transform. If you can find any guides or write ups for how this file type is supposed to be used, you may find this easier to swap correctly. If you can get the shaders working outside of Remix with the texture orders swapped, then I would expect it to become much easier to correctly handle them within remix (whether with terrain or some other option)

Remix Disabled with Updated Shader Code to Properly Reverse colorTexture2 with 1 (TerrainRenderBump.fx):

You can see above the Shader produces the correctly blended terrain diffuse texture whilst calling the terrain diffuse texture first within the shader. The original code has the mask/blend texture being called first. See the updated shader code below.
Remix Enabled with Updated Shader Code to Properly Reverse colorTexture2 with 1 (TerrainRenderBump.fx):

You can observe with the above images the issue of a very bright blended (as seen by the fuzzy edges) diffuse texture which moves with the camera is still evident after swapping the order of colorTexture 2 with 1, when marked as Terrain. The only update in behavior is now when not marked as Terrain, the diffuse texture is visible, however it is not blended with the masks alpha properly. Instead it will still show in a very blocky/grid like fashion and is also completly semi-transparent. As seen by the fact the star skydome is visible through it.
Ultimately unsure what is preventing the proper blending be default, What I have discovered however is when removing the two lines of shader code which include "CAMERASPACEPOSITION", that even when not marked as Terrain the textures move with the camera. Hence I believe when marking as terrain this call is being either ignored or not functioning properly. However the bright terrain color still appears, just not as bright...

Above is the texture brightness when marked as terrain with the "CAMERASPACEPOSITION" calls removed for both the diffuse and mask/blend textures.
Updated Shader Code (TerrainRenderBump.fx):
technique t3
<
	string LOD="FIXEDFUNCTION";
>
{
	pass t3_p0
	{
        SB_START

    		// General Render States
    		ZEnable=true;
    		ZWriteEnable=true;
    		ZFunc=lessequal;

    		// Blend Texture
    		MinFilter[0]=LINEAR;
    		MagFilter[0]=LINEAR;
    		MipFilter[0]=LINEAR;

    		TexCoordIndex[0] = CAMERASPACEPOSITION;
    		TextureTransformFlags[0] = COUNT2;

    		ColorOp[0]=SELECTARG1;
    		ColorArg1[0]=TEXTURE;
    		AlphaOp[0]=SELECTARG1;
    		AlphaArg1[0]=TEXTURE;

    		// Diffuse+Gloss Texture
    		MinFilter[0]=LINEAR;
    		MagFilter[0]=LINEAR;
    		MipFilter[0]=LINEAR;

    		TexCoordIndex[1] = CAMERASPACEPOSITION;
    		TextureTransformFlags[1] = COUNT2;

    		ColorOp[1]=MODULATE2X;
    		ColorArg1[1]=DIFFUSE;
    		ColorArg2[1]=CURRENT;
    		AlphaOp[1]=SELECTARG1;
    		AlphaArg1[1]=TEXTURE;

    		ColorOp[2]=Disable;
    		AlphaOp[2]=Disable;

    		/*
            Attempt at gloss-masked specular...
    		ColorOp[2]=MODULATEALPHA_ADDCOLOR;
    		ColorArg1[2]=CURRENT;
    		ColorArg2[2]=SPECULAR;
    		AlphaOp[2]=SELECTARG1;
    		AlphaArg1[2]=CURRENT;
    		*/

        SB_END

        VertexShader = NULL;
        PixelShader = NULL;

		Texture[1] = (blendTexture);
		TextureTransform[1] =
		(
			mul(
				m_viewInv,
				float4x4(
					float4(blendTexScale.x,0,0,0),
					float4(0,blendTexScale.y,0,0),
					float4(0,0,1,0),
					float4(blendTexOffset.x,blendTexOffset.y,0,1))
				)
		);

		Texture[0] = (diffuseTexture);
		TextureTransform[0] =
		(
			mul(
				m_viewInv,
				float4x4(   float4(diffuseTexU.x,diffuseTexV.x,0,0),
                            float4(diffuseTexU.y,diffuseTexV.y,0,0),
                            float4(diffuseTexU.z,diffuseTexV.z,1,0),
                            float4(diffuseTexU.w,diffuseTexV.w,0,1))
				)
		);
		// Material colors
		MaterialAmbient = (materialDiffuse);
		MaterialDiffuse = (materialDiffuse);
		MaterialEmissive = (float4(0,0,0,0));
		MaterialSpecular = (materialSpecular);
		MaterialPower = (16.0f);
	}

	// cleanup pass
	pass t3_cleanup < bool AlamoCleanup = true; >
	{
        SB_START

    		TexCoordIndex[0] = 0;
    		TexCoordIndex[1] = 1;
    		TextureTransformFlags[0] = DISABLE;
    		TextureTransformFlags[1] = DISABLE;

        SB_END
	}
}

REMIX-3117 for tracking


Fixing "solid/reactivity" rule in component props removes type annotation

Describe the bug
When calling fix issue for "solid/reactivity" in component props with type annotation the type annotation gets removed.
To Reproduce
type Props = {
  prop1: string;
  prop2: number;
};

const MyComponent = ({ prop1, prop2 }: Props) => { // Reactivity issue error
  return (

{prop1} {prop2}

  );
};

Expected behavior
type Props = {
  prop1: string;
  prop2: number;
};

const MyComponent = (props: Props) => { // Type annotation should be kept
  return (

{props.prop1} {props.prop2}

  );
};

Actual behavior
type Props = { // Types unused :(
  prop1: string;
  prop2: number;
};

const MyComponent = (props) => { // Type annotation is removed
  return (

{props.prop1} {props.prop2}

  );
};

Thanks so much for the quality bug report! Fixed in v0.9.3.

Thank you for fixing!


Make 'USE_BUNDLED_ZLIB' configurable  and revert git2go and libgit2 versions

git2go and libgit2 are being reverted to versions that are known to be working and stable.
Before moving to<EMAIL_ADDRESS>the problem reported in either https://github.com/libgit2/git2go/pull/858 and https://github.com/libgit2/git2go/pull/870 needs to be resolved.

@hiddeco all the changes are bundled here now.


Add a command to copy files/folders

A command to copy folders/files that can be translated automaticaly to cmake
I use CLion, and one of my projects require the use of an asset folder. I know how to make a simple copy cmd in xmake using lua, but when i generate a cmake from this, that cmd is just ignored and the app just crash at runtime unless i manually copy files.
I actually use this method :
    after_build(function (target)
            os.cp("SandBox/assets", "build/" .. outputdir .. "/SandBox/bin")
        end)

A good solution I thought about is to maybe create a xmake command to directly copy files/folder afterbuild, that can be automatically translated to cmake.
Thank you for your job on this project, I hope this will be considerated.
If there is already a solution to this problem, I apologize.

Currently only rule+after_buildcmd and on_buildcmd_file support build commands. I remember that the makefile and compile_commands generators already support them, but the cmake generator does not yet support them.
I will consider this feature later, please be patient.

https://cmake.org/cmake/help/latest/command/add_custom_command.html Something may help. For custom rules we can extract the code snippets and use add_custom_command to invoke xmake l <snippet>.lua in CMakeLists.txt


[automate-2514] add v2 prefix to IAM API paths

:nut_and_bolt: Description: What code changed, and why?
In preparation for the GA Release of IAM v2, we're updating
:+1: Definition of Done

[x] all IAM v2 APIs now have a primary HTTP path with the prefix iam/v2
[x] the old IAM iam/v2beta paths still work (those will be removed on our force-upgrade a month after the GA Release)
[ ] follow-up PRs will update the UI, integration tests, and studio helpers to replace v2beta paths with v2

:athletic_shoe: How to Build and Test the Change
rebuild components/automate-gateway
rebuild components/automate-cli

# the grpc endpoints are now under v2 instead of v2beta
chef-automate dev grpcurl automate-gateway chef.automate.api.iam.v2.Policies.ListRoles

echo '{"id": "editor" }' | chef-automate dev grpcurl automate-gateway -- -d @ chef.automate.api.iam.v2.Policies.GetRole

export TOK=`chef-automate iam token create ADM --admin`

# make a policy and post it
echo '{
   "name": "testing",
   "id": "test1",
   "members": [
     "user:local:coolbean"
   ],
   "statements": [
     {
       "effect": "DENY",
       "actions": ["iam:*:list"],
       "projects": [
         "*"
       ]
     }
   ],
   "projects": []
 }' >> pol.json

curl -kH "api-token: $TOK" -X POST -d @pol.json https://localhost/apis/iam/v2beta/policies | jq
# success
curl -kH "api-token: $TOK" -X POST -d @pol.json https://localhost/apis/iam/v2/policies | jq
# this results in a conflict error unless you change the id in pol.json

curl -kH "api-token: $TOK"  https://localhost/apis/iam/v2beta/policies/test1 | jq
curl -kH "api-token: $TOK"  https://localhost/apis/iam/v2/policies/test1 | jq

curl -kH "api-token: $TOK" -X PUT -d @pol.json https://localhost/apis/iam/v2beta/policies/test1 | jq
curl -kH "api-token: $TOK" -X PUT -d @pol.json https://localhost/apis/iam/v2/policies/test1 | jq

curl -kH "api-token: $TOK" -X DELETE https://localhost/apis/iam/v2beta/policies/test1 | jq
curl -kH "api-token: $TOK" -X DELETE https://localhost/apis/iam/v2/policies/test1 | jq

Play around with any of the APIs, they should all work with both paths.
Click around the Settings UI, make sure the sidebar renders all the menu items.
:white_check_mark: Checklist

[x] Tests added/updated?
[x] Docs added/updated?

Why did the automate-ui code have to be updated in the PR?

@lancewf I ended up updating the UI code here because I had to update the introspection paths (because the paths we pass to introspection in the UI need to match the path option on the GRPC API). Then I had to update the rest of the UI code (which wasn't much anyway) so these e2e tests would pass. Turned out to not be as independent of a change as I thought.
@msorens I'll take care of the commas after I get buildkite passing, then I'll fix those other files you mentioned in this branch

🤔 Shouldn't there have been an error about needing to regenerate from proto files due to commit 4ea24d4 ?

I think the compiler considered the comma removal as a cosmetic change since it didn't regenerate any files 🤷♀


does hdl graph slam support GPS available signal?

I have a RTK GPS module and it cannot work in indoor environment,but when the robot at indoor Environment it will send a gps unavailable signal to the ros,so is there anyway I can feed the gps unavailable signal to the hdl graph slam?

Hi @ZOUJIASHUAI ,
This package does not care GPS availability and adds all fed GPS data to the pose graph. You need to write a small node which filters out invalid GPS data and feeds the rest to the SLAM node. Another way it to modify the SLAM code so that it receives your custom GPS messages and rejects invalid ones.
https://github.com/koide3/hdl_graph_slam/blob/03f93a6832478c635462f1a25f01b4d7f7c765a9/apps/hdl_graph_slam_nodelet.cpp#L256

Hi @ZOUJIASHUAI ,
This package does not care GPS availability and adds all fed GPS data to the pose graph. You need to write a small node which filters out invalid GPS data and feeds the rest to the SLAM node. Another way it to modify the SLAM code so that it receives your custom GPS messages and rejects invalid ones.
https://github.com/koide3/hdl_graph_slam/blob/03f93a6832478c635462f1a25f01b4d7f7c765a9/apps/hdl_graph_slam_nodelet.cpp#L256

   sorry for the lack of  theoretical knowledge I'm don't understand how the slam code use the gps info,for example, can I just stop publish the gps info if the robot enter an indoor  environment(50m*50m),and keep send gps info when the robot go out ?

thanks

Hi @koide3,
for example, can I just stop publish the gps info if the robot enter an indoor  environment(50m*50m),and keep send gps info when the robot go out ?

Yes, you can stop feeding GPS data anytime you want, then the SLAM constructs the map without GPS until you resume feeding GPS.


Set up new node pool for platform AKS

Description
Two new services are to run in the platform cluster, but they should be isolated in a separate node pool.
Tasks

[ ] Investigate if configurations at node pool level can ensure that only file scan services run in the new node pool
[ ] Update required terraform scrips
[ ] QA
[ ] Test
[ ] Deploy to AT23
[ ] Deploy to YT01
[ ] Deploy to TT02
[ ] Deploy to PROD

Acceptance Criterias

[ ] Ensure services running in node pool have access to app owner key vaults
[ ] Ensure services running in node pool have access to platform key vault

Name of nodepool: filescan
Taint: workloads=filescan:NoSchedule


Currently not using snakemake singularity functionality

Workflow eating up all memory during synthstrip step. Possibly due to really large singularity contrainer and incorrect usage of container smk functionality and resource allocation.

No an issue anymore given we wont be using that preprocessing profile but can revisit later.


Missing keyboard shortcut for exit

Normally the application provides a shortcut for exiting, most common being ctrl+Q

Fixed by #1007


Importer.Close

Codecov Report

Merging #64 (2c8f02e) into main (e9f1b4e) will increase coverage by 0.06%.
The diff coverage is 95.74%.

@@            Coverage Diff             @@
##             main      #64      +/-   ##
==========================================
+ Coverage   93.46%   93.53%   +0.06%
==========================================
  Files          13       13
  Lines        5356     5381      +25
==========================================
+ Hits         5006     5033      +27
+ Misses        268      267       -1
+ Partials       82       81       -1

Impacted Files
Coverage Δ

packages/loaddeps.go
97.54% <94.59%> (+2.30%)
:arrow_up:

packages/load.go
95.52% <100.00%> (+0.28%)
:arrow_up:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update e9f1b4e...2c8f02e. Read the comment docs.


feat: Tooltip learn more auto teleport

👇 __ Let's make a quick check before the contribution.
PR Type

[ ] Bugfix
[x] Feature
[ ] Refactoring

Context

[x] Closes #8004

Did your issue had any of the "$" label on it?

[x] Fill up your DOT address: Payout

Community participation

[x] Are you at KodaDot Discord?

Screenshot 📸

[x] My fix has changed something on UI;

Copilot Summary

🤖 Generated by Copilot at 9472d50
Improved the usability and functionality of the AutoTeleportTooltip.vue component. Added a tutorial link and made the tooltip hoverable and auto-closing.

🤖 Generated by Copilot at 9472d50

To improve the user interface
We updated the AutoTeleportTooltip.vue
Now it shows up on hover
And closes when it's over
And it has a link to the tutorial too

Thanks!
pay 30 usd

😍 Perfect, I’ve sent the payout
💵 $30 @ 5.26 USD/DOT ~ 5.703 $DOT
🧗 13QUj3pZyFNfYj4AM336hRdyLQbevj5H3sR4PKmLEXLdwZhh
🔗 0xc5503e8151f543a8dfe28133cdb0d7a18ef06c3e45b8c55bb074d68df7335740
🪅 Let’s grab another issue and get rewarded!
🪄 github.com/kodadot/nft-gallery/issues


Deletion of existing build directory is too slow

We are using hosted agent with Azure Devops. I have noticed that for our CI pipeline, the build takes too long to initialize. After enabling system diagnostics, it turns out that the deletion of existing build directory seems to take about 2-3 minutes.
This is a fairly typical node.js app, so I'm guessing it takes too long to delete the node_modules folder.
I'm wondering whether it might make sense to rename the old directory instead of deleting, and delete the old directory behind the scenes?

I tried to delete node_modules manually at the end of the build via a Bash script rm -rf $BUILD_WORKINGDIRECTORY/node_modules and that one took about 2-3 minutes as well. We are using standard SSD's, we'll try to give premium SSD's a try as well. However, it still does not make sense that the deletion takes that slow on an SSD.

We switched to using ephemeral disks on Azure for our build servers, and our build time went from 11 minutes to 3.5 minutes.
The initialization stage, which was taking about 3-4 mins now takes 5 seconds.
https://docs.microsoft.com/en-us/azure/virtual-machines/windows/ephemeral-os-disks

@ustun - It seems as if you were able to resolve your issue on your own using faster disks. Is this correct?

Yes, using ephemeral disks. Most people might not be aware of this solution though.

@ustun - Thanks for sharing your solution!


Update QA Process UPDATE_ECMPS_STATUS_FOR_QA_EVALUATION.

[ ] Use the existing UPDATE_ECMPS_STATUS_FOR_MP_EVALUATION (the MP Evaluation version) as a model.

[ ] Any code that relates to emissions will need to be noted in a comment, but left out until emissions are worked on.

Finished, it also calls new function--camdecmpswks.Delete_Calculated_QA_Data_from_Workspace


Update autorest version to prerelease 3.0.0-alpha.20240522.8

Triggered from pull request: https://github.com/Azure/autorest.csharp/pull/4749

API change check
API changes are not detected in this pull request.


feat: add toml plugin

resolves https://github.com/un-ts/toml-tools/issues/72

@JounQin Done

Hi @so1ve, do you want to be a collaborator of this repository or a member of @un-ts organization? Of course, it's OK if you don't want to.

Thanks and welcome again, and sorry for my nitpicking.

@so1ve I believe https://github.com/so1ve/prettier-plugin-taplo can be archived and https://www.npmjs.com/package/prettier-plugin-taplo can be deprecated?

sorry for my nitpicking

Never mind, now the code quality is much better :)

I believe so1ve/prettier-plugin-taplo can be archived and npmjs.com/package/prettier-plugin-taplo can be deprecated now?

Done!


Please guide me to read tdlib telegram's sqlite file, and convert it into telethon for use. Please ?

You need to log in in the other app as usual. You may use the code received to another app for this.

You need to log in in the other app as usual. You may use the code received to another app for this.

is there any other way, i want to get the data of TelegramX android phone root and convert it into telethon

There is no.


Running the padawan.php root command / invalid subcommand gives no help / error message

can you provide more information?

sekjun9878@workstation1:~$ padawan help
sekjun9878@workstation1:~$ padawan --help
sekjun9878@workstation1:~$ padawan list
sekjun9878@workstation1:~$ padawan generate
PHP Warning:  require(vendor/composer/autoload_classmap.php): failed to open stream: No such file or directory in /home/sekjun9878/.composer/vendor/mkusher/padawan/src/Utils/Composer.php on line 22
Warning: require(vendor/composer/autoload_classmap.php): failed to open stream: No such file or directory in /home/sekjun9878/.composer/vendor/mkusher/padawan/src/Utils/Composer.php on line 22
PHP Fatal error:  require(): Failed opening required 'vendor/composer/autoload_classmap.php' (include_path='.:/usr/share/php:/usr/share/pear') in /home/sekjun9878/.composer/vendor/mkusher/padawan/src/Utils/Composer.php on line 22
Fatal error: require(): Failed opening required 'vendor/composer/autoload_classmap.php' (include_path='.:/usr/share/php:/usr/share/pear') in /home/sekjun9878/.composer/vendor/mkusher/padawan/src/Utils/Composer.php on line 22
sekjun9878@workstation1:~$

It's just a feature suggestion to include help messages. There's currently no usage or help message when the command padawan is run without a valid subcommand.

fixed in https://github.com/mkusher/padawan.php/commit/947d442abfe2274f8dacde4ca00373e614d55b86


Fixed duplicate entries in nm and utils

After the latest merge there was a duplicate entry of AddAndActivateWirelessConnection in NetworkManager.go
which has been removed. There was also duplicate functions call2 and
callError2 in utils.go. The duplicate of AddAndActivateWirelessConnection referenced
callError2, and both of these duplicates has been removed.

Thanks!


Create vsum

This creates a vectorized version of sum, as has been done with vmapreduce and vreduce already. The implementation is just an alias:
@inline vsum(f::F, A::AbstractArray{T}) where {F,T<:NativeTypes} = vmapreduce(f, +, A)
@inline vsum(A::AbstractArray{T}) where {T<:NativeTypes} = vsum(identity, A)

(There is a vsum in VectorizationBase.jl; that one is I think (?) an internal utility, as it doesn't take normal arrays.)
For example:
julia> using LoopVectorization, BenchmarkTools

julia> x = rand(127);

julia> @btime vsum(hypot, $x)
  12.095 ns (0 allocations: 0 bytes)
66.65246070098374

julia> @btime sum(hypot, $x)
  16.992 ns (0 allocations: 0 bytes)
66.65246070098372

You need to export vsum if you're testing that it is exported.
The oftype failures on nightly are unrelated to this PR.

Fixed, thanks.
That package looks super useful, I didn’t know about it. It might be a good idea to ask and try to bring it under the JuliaSIMD organization, for consistency and long term support. I think having it seem like a more “official” package would make me more likely to use it.

Oh I didn’t know about VectorizedStatistics! Should I close this PR?

vsum is simple enough so that it's fine. But maybe we shouldn't export it if they do.
@andrewjradcliffe you're welcome to move your package to JuliaSIMD if you'd like.


BarDistribution has two ei and pi functions

The BarDistribution class has two times an ei and pi function - they seem to be duplicates.

Also, mean_of_square and variance are also duplicated (ref)


Include tenant ID in portal request URLs

Includes tenant ID in portal request URLs to deal with situations where the tenant opened in VSCode is not the user's default tenant. Can be turned off with a setting. Also added a menu item for using the Entra portal, which can also be turned on/off in a setting (note: setting is binary right now, should this be a 3-way setting to say "show Azure Portal menu, Show Entra Menu, or Show both menus?)
Starts to include consts and current tenant information (beyond tenant ID) to later be able to make decisions about current cloud and switch URLs to the appropriate cloud.
Renames config settings category from "applicationregistrations" to "applicationRegistrations" so the auto-casing in the VS Code display will split the words correctly.
Consolidates "az" command line functions to a wrapper class - CLI Account Provider (fronted by AccountProvider interface.) Put this in Data directory - not sure if repository or service would be more correct.

Merge conflicts fixed in another branch, and merged via another PR. Closing this one as no longer needed.


Support GitHub login changes by students

When a student changes a GitHub login the application will try to fetch him by the old login, resulting in all kinds of errors, and currently can only be resolved by manual updates to the database and repositories.
To simplify the process, we should allow updating a student's GitHub login from the application's GUI and then update the name student's repository accordingly.
A question to consider: should we allow the students to update their logins or should it be a feature only available to the course teachers (eventually admins)?

Is there a way to ask GitHub for the new name, or otherwise detect the new name? It would be nice to implement this without user interaction. Either way, if we have to implement this as a UI element, we should discourage users from changing their GitHub user name when they sign up... (give their name and student ID)...
To your question, if we can implement this robustly, I don't thing we need admins/teachers to be involved. My concern is that if students do this, they will run into problems, or our solution won't always work... For instance, how can this be done after a user has changed the user name on GitHub and then tries to log into Quickfeed with the new user name, and we don't recognize the user... how should the user be able to claim his old account? He would probably be sent to the signup page to give name and student ID and email, and they would conflict with the old user's name and student ID etc... (though I'm not sure we actually check for duplicate entries...)
We need a more detailed description of how this should work before investing time to implement this.

Not implemented yet. One problem I see is how we work with student repositories. Let's say a student changes GitHub login from A to B. Their GItHub's remote ID does not change and there should be no problems with logging in. Additionally, we fetch all the user info from GitHub on login and it looks simple to just update the User.login in the database in case there is a mismatch between the database record and GItHub info.
But it is possible that at this moment the user is already enrolled in a course and has an A-labs repository. If we update the user's login in the database, QF will start looking for B-labs repo for this user which would result in multiple errors.
One solution is to rename the student's repository in case there was a change to the user's GitHub login.

The added complexity is not worth it.


Create 0000-01-02-ursulawilliams.md

I created a new change to the file.

made requested change to file name


How can i get the params with type

I want get function name,param name param type , currently I write this .it just work with function params with builtin type. if use a package.function type that doesn't work or pointer type. I can add (pointer_type) (package_type) . Looks like I have to write multiple expressions? I'm not very familiar with sexpr. Thanks
(function_declaration
  (identifier) @func.name
  (parameter_list
      (parameter_declaration
        (identifier) @param.name
        ("," @param.separator (_))*
        (type_identifier) @param.type)))

closing as (assumingly) completed, question is a little unclear


Anchors Facing The Camera

Is there a way to make the Anchors face the camera all the time?
I don't seem to find the way to do it.

Hi @KracelKany,
You could attach this script to your anchor: https://github.com/derenlei/Unity_Detection2AR/blob/main/Assets/Scripts/NewText.cs.
It's already attached to the Text Anchor example.

Thank you very much! I don't remember if the Text Box in the hieararchy used it, because I deleted from there and using only from prefabs and that one didn't have it.
Do you have some insights/hints on where to start if I want to change the Text anchor to show some description of the object triggered by a canvas button? Or should I start a new issue? I am quite new to GitHub.

Do you have some insights/hints on where to start if I want to change the Text anchor to show some description of the object triggered by a canvas button? Or should I start a new issue? I am quite new to GitHub.

I figured it out.


[CI] Re-enable Detox e2e [DO NOT LAND]

This workflow was added recently, but was disabled as it was not green on master.
This PR re-enables the step in order to surface any failures. Do not land, unless test_detox_end_to_end is actually green.

The test_detox_end_to_end workflow is failing with the following error:
=== BUILD TARGET RNTester OF PROJECT RNTester WITH CONFIGURATION Release ===
+ DEST=/Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app
+ [[ Release = *Debug* ]]
+ BUNDLE_FILE=/Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle
+ node /Users/distiller/react-native/local-cli/cli.js bundle --entry-file RNTester/js/RNTesterApp.ios.js --platform ios --dev false --reset-cache --bundle-output /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle --assets-dest /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app
Scanning folders for symlinks in /Users/distiller/react-native/node_modules (28ms)
warning: the transform cache was reset.

`fsevents` unavailable (this watcher can only be used on Darwin)

Error: `fsevents` unavailable (this watcher can only be used on Darwin)
    at new FSEventsWatcher (/Users/distiller/react-native/node_modules/sane/src/fsevents_watcher.js:41:11)
    at createWatcher (/Users/distiller/react-native/node_modules/jest-haste-map/build/index.js:780:23)
    at Array.map (<anonymous>)
    at HasteMap._watch (/Users/distiller/react-native/node_modules/jest-haste-map/build/index.js:936:44)
    at _buildPromise._buildFileMap.then.then.hasteMap (/Users/distiller/react-native/node_modules/jest-haste-map/build/index.js:355:23)
    at <anonymous>
    at process._tickCallback (internal/process/next_tick.js:188:7)

+ [[ false != true ]]
+ [[ ! -f /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle ]]
+ echo 'error: File /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle does not exist. This must be a bug with'
error: File /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle does not exist. This must be a bug with
+ echo 'React Native, please report it here: https://github.com/facebook/react-native/issues'
React Native, please report it here: https://github.com/facebook/react-native/issues
+ exit 2
** BUILD FAILED **

child_process.js:644
    throw err;
    ^

Error: Command failed: xcodebuild -project RNTester/RNTester.xcodeproj -scheme RNTester -configuration Release -sdk iphonesimulator -derivedDataPath RNTester/build -quiet
    at checkExecSyncError (child_process.js:601:13)
    at Object.execSync (child_process.js:641:13)
    at Object.<anonymous> (/Users/distiller/react-native/node_modules/detox/local-cli/detox-build.js:26:6)
    at Module._compile (module.js:652:30)
    at Object.Module._extensions..js (module.js:663:10)
    at Module.load (module.js:565:32)
    at tryModuleLoad (module.js:505:12)
    at Function.Module._load (module.js:497:3)
    at Function.Module.runMain (module.js:693:10)
    at startup (bootstrap_node.js:191:16)
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.
Exited with code 1

Using Node 10, the following error is shown:
=== BUILD TARGET RNTester OF PROJECT RNTester WITH CONFIGURATION Release ===
+ DEST=/Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app
+ [[ Release = *Debug* ]]
+ BUNDLE_FILE=/Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle
+ node /Users/distiller/react-native/local-cli/cli.js bundle --entry-file RNTester/js/RNTesterApp.ios.js --platform ios --dev false --reset-cache --bundle-output /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle --assets-dest /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app
Scanning folders for symlinks in /Users/distiller/react-native/node_modules (26ms)
warning: the transform cache was reset.

jest-haste-map: @providesModule naming collision:
  Duplicate module name: @babel/code-frame
  Paths<EMAIL_ADDRESS>collides with<EMAIL_ADDRESS>
This error is caused by a @providesModule declaration with the same name across two different files.

Error: jest-haste-map: @providesModule naming collision:
  Duplicate module name: @babel/code-frame
  Paths<EMAIL_ADDRESS>collides with<EMAIL_ADDRESS>
This error is caused by a @providesModule declaration with the same name across two different files.
    at setModule (/Users/distiller/react-native/node_modules/jest-haste-map/build/index.js:462:17)
    at workerReply (/Users/distiller/react-native/node_modules/jest-haste-map/build/index.js:512:9)
    at process._tickCallback (internal/process/next_tick.js:68:7)

+ [[ false != true ]]
+ [[ ! -f /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle ]]
+ echo 'error: File /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle does not exist. This must be a bug with'
error: File /Users/distiller/react-native/RNTester/build/Build/Products/Release-iphonesimulator/RNTester.app/main.jsbundle does not exist. This must be a bug with
+ echo 'React Native, please report it here: https://github.com/facebook/react-native/issues'
React Native, please report it here: https://github.com/facebook/react-native/issues
+ exit 2
** BUILD FAILED **

child_process.js:643
    throw err;
    ^

Error: Command failed: xcodebuild -project RNTester/RNTester.xcodeproj -scheme RNTester -configuration Release -sdk iphonesimulator -derivedDataPath RNTester/build -quiet
    at checkExecSyncError (child_process.js:603:11)
    at Object.execSync (child_process.js:640:13)
    at Object.<anonymous> (/Users/distiller/react-native/node_modules/detox/local-cli/detox-build.js:26:6)
    at Module._compile (internal/modules/cjs/loader.js:702:30)
    at Object.Module._extensions..js (internal/modules/cjs/loader.js:713:10)
    at Module.load (internal/modules/cjs/loader.js:612:32)
    at tryModuleLoad (internal/modules/cjs/loader.js:551:12)
    at Function.Module._load (internal/modules/cjs/loader.js:543:3)
    at Function.Module.runMain (internal/modules/cjs/loader.js:744:10)
    at startup (internal/bootstrap/node.js:238:19)
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.
Exited with code 1


.jar executable for non-Windows users?

.jar executable for non-Windows users? i.e. Linux.

---
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nevermind, found the executable in the ./bin/


[QUESTION]: I found this error when i build version 2.31

#12 43.58 Starting a Gradle Daemon (subsequent builds will be faster)
#12 117.3
#12 117.3 > Configure project :
#12 117.3 Git repository not found at /conductor -- nebula-release tasks will not be available. Use the git.root Gradle property to specify a different directory.
#12 117.6
#12 117.6 FAILURE: Build failed with an exception.
#12 117.6
#12 117.6 * Where:
#12 117.6 Build file '/conductor/build.gradle' line: 15
#12 117.6
#12 117.6 * What went wrong:
#12 117.6 An exception occurred applying plugin request [id: 'nebula.netflixoss', version: '9.1.0']
#12 117.6 > Failed to apply plugin class 'nebula.plugin.netflixossproject.publishing.PublishingPlugin'.
#12 117.6    > Task with name 'postRelease' not found in root project 'conductor'.
#12 117.6
#12 117.6 * Try:
#12 117.6 Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
#12 117.6
#12 117.6 * Get more help at https://help.gradle.org
#12 117.6
#12 117.6 BUILD FAILED in 1m 56sPlease do not create issues for questions. Use the discussion forum instead!

Looks like the gradle version that is packaged as part of the project is not being used. Please try with this one.

Hi.
Have you downloaded the zip file and extracted it to build it? In my case, I did git clone and it built fine.


npm init riot failed spawn npm ENOENT error

Help us to manage our issues by answering the following

Describe your issue: npm init riot commnd failed with following message.

Can you reproduce the issue?

Post the link using one of our bug report templates:

Bug Report Template on plnkr (preferred)
Bug Report Template on codesandbox

On which browser/OS does the issue appear?

Which version of Riot does it affect?

How would you tag this issue?

[ ] Question
[ ] Bug
[ ] Discussion
[ ] Feature request
[ ] Tip
[ ] Enhancement
[ ] Performance

Thank you for reporting this issue. I don't use windows and the error seems to come from node internals. Have you the same error using older node versions for example v20?

I tried 20.18.0 but same status as below.
Error: spawn npm ENOENT
at ChildProcess._handle.onexit (node:internal/child_process:286:19)
at onErrorNT (node:internal/child_process:484:16)
at process.processTicksAndRejections (node:internal/process/task_queues:82:21) {
errno: -4058,
code: 'ENOENT',
syscall: 'spawn npm',
path: 'npm',
spawnargs: [ 'init' ],
cmd: 'npm',
args: [ 'init' ],
stdout: null,
stderr: null
}
Node.js v20.18.0
npm error code 1
npm error path C:\a\wkriot
npm error command failed
npm error command C:\WINDOWS\system32\cmd.exe /d /s /c create-riot
npm error A complete log of this run can be found in: C:\Users\mikes\AppData\Local\npm-cache_logs\2024-11-15T23_08_45_713Z-debug-0.log

I tried with windows linux wsl2 and it work normal.

I tried with windows linux wsl2 and it work normal.

So it worked on windows via wsl2, the problem seems to exist only in windows cmd.exe.
Could you please try the powershell?
Also which windows version are you using?

closing this issue due to inactivity


Fixes #292. Use own ServiceLoader per Asciidoctor instance to support…

… multiple differing TCCLs in server envs.
When Asciidoctor instances are created from different contexts in an Enterprise Application the extension registry loader currently uses the first TCCL it gets.
So when an Asciidoctor instance is first created in WebApp 1 and another one in WebApp 2 that are part of the same Enterprise Application and the asciidoctor.jar is in the ear/lib it might not find extensions available in WebApp 2.

Absolutely.
I know this one is tough to test for, but if you are ambitious, it's within the realm of what Arquillian can handle (thank goodness for Arquillian).

The CI build failure looks like a fluke. I triggered a new build.

Please do not merge until I added a test!

Should be able to merge now.
If you revert ExtensionRegistryExecutor to the previous version the test will fail.

Super!

So I push the button :) Thank you so much Robert this is awesome


Add github actions

https://github.com/silvano-a/laravel-autodiscovery-lock/actions/runs/3572807316


RuntimeError: CUDA out of memory. Tried to allocate 68.00 MiB (GPU 0; 10.76 GiB total capacity; 9.62 GiB already allocated; 34.69 MiB free; 180.72 MiB cached)

I use '--gpu=0' in task_video.sh ,the memory size of my graphics card is 11G.
How much video memory does it need to run?

We use four 1080 Ti GPUs.

try --gpu=0,1,2,3

我们使用四个1080 Ti GPU。

Thank you for your reply! Is this an absolute requirement？I have only two gpu deveice.

You can reduce the batch size by modifying instance_num in solver.py to adjust the number of pedestrians in a batch to reduce the need for GPU memory. But this can degrade the performances. In general, larger batch size leads to better performance.

thank you! I will try！

I have some quetions.

How to resume training from a saved model? I use 'self.reuse_model = True' ,but it is not works.
How to choose the network to train? I find 'inception_v3' and 'resnet-50' in your code.

Thank you for your patience！

A1: Please change the mode to "Test" in train_test.py.. This is the only setting you need to change. 'self.reuse_model = True' is used to load the intermediate model during training. Please set it to default.  The storage location of the model required for testing is the default storage location for training.
A2: Please modify the model in this class ModelClient of architecture.py architecture.py


tags and releases

Please, add the tags to the repo. ;)

What do you think?
https://github.com/dleitee/valid.js/releases

Perfetto!


Emoji syntax

Following the recent addition of multiple icon fonts, this adds a proper emoji syntax :emoji: like Github. Supports any custom emojis we want; just have to list them out in a .js file. Also, an autocomplete dropdown will appear showing all matching icons!
I have done this so far with only dicefont, but it is easy to add the rest, if a little tedious. Manually added fas-heart and fas-star just to make sure it works. The list uses this format:
{
displayName: CSSClasses,
displayName: CSSClasses,
}

displayName is both what will appear in the autosuggest, and in the :displayName:

Again, taking inspiration from Obsidian, we might choose CamelCase for our display names, and choose names that are more likely searched, such as including "dice" in the name like DfDiceD10-1 instead of df-d10-1 for example.

without altering the font, is there any method of using an alternate display name?  So that it could just be :d10-2:?

They can be whatever display name we want as long as there are no conflicts. However I think we should keep some identifier to differentiate between sets. For example if we add another set that happens to also have dice icons.

For reference, changing the DL syntax would just be this adjustment to the regex, adding two spaces:

I hacked together a modification to the DefinitionList extension to specifically check for emojis inside, and ignore them for the purposes of detecting a ::. This seems to resolve the conflicts as far as I can see, but in V4 we should remove the hack and just update the DefinitionList regex to require spaces.

At this point, I just want to add fontAwesome to the autocomplete, and settle on a naming convention for the emojis (is camelCase ok? UpperCamelCase?
:EiBarbarianRage: vs :ei-barbarian-rage:, etc.

Just because I did the work and need a place to save it, here is a list of links for all of the default roll20 token marker icons on game-icons.net.
I was planning to put the image in the r20 column, but realized I didn't care that much.  Here is a screenshot of the batch of them-- the table shows them in order from left to right, skipping the first few boring ones.

Note, that at least on my r20, that it seems r20 has a slightly modified color scheme from the default on game-icons.  game-icons lets you modify the svg's right on their site, or it oculd be done with another svg editor.  Maybe r20's icons change if you change the website dark mode or not.

r20
game-icons.net

gi_skull_crossed_bones

gi_sleepy

gi_half_heart

gi_heat_haze

gi_interdiction

gi_snail

gi_lightning_helix

gi_spanner

gi_chained_heart

gi_chemical_bolt

gi_death_zone

gi_drink_me

gi_edge_crack

gi_ninja_mask

gi_stopwatch

gi_fishing_net

gi_overdrive

gi_strong

gi_fist

gi_padlock

gi_three_leaves

gi_fluffy_wing

gi_pummeled

gi_tread

gi_arrowed

gi_aura

gi_back_pain

gi_black_flag

gi_bleeding_eye

gi_bolt_shield

gi_broken_heart

gi_cobweb

gi_broken_shield

gi_flying_flag

gi_radioactive

gi_trophy

gi_broken_skull

gi_frozen_orb

gi_rolling_bomb

gi_white_tower

gi_grab

gi_screaming

gi_grenade

gi_sentry_gun

gi_all_for_one

gi_angel_outfit

gi_archery_target

I thought I saw a notification somewhere that you had another minor PR or something that took care of the directory renaming here but couldn't spot it right away...
It might be worth throwing each icon font into it's own filter, before this gets messy:
icon fonts/
┣ diceFont.js
┣ diceFont.less
┣ diceFont.woff2
┣ diceFont_license.md
┣ elderberryInn.js
┣ elderberryInn.less
┗ elderberryInn.woff2

Any idea as to what causes this highlight? this is correct syntax.

Can we allow inline css inject? My icon :df-d20-20:{font-size:30px}
If only to avoid unnecessary spans

Unsure if we should prevent this, maybe check if this counts as css first.

Regarding

Unsure if we should prevent this, maybe check if this counts as css first

I don’t think that is to much bother to have the menu pop— as you continue typing it goes away and to me it’s just reminiscent of autocomplete in places like vscode

Unsure if we should prevent this, maybe check if this counts as css first.

Pushed an update that should fix this now. Still working on the other items.

@calculuschild did you want to add the tests from #3406?

@calculuschild did you want to add the tests from #3406?

Yeah. I'm going to finish addressing the issues from 5e-Cleric first in case that changes how we want our tests to work, then I will copy those over.

With your last commit, in the deployment, it crashes to a white screen (in FF and Chrome):
bundle.js:35609 Uncaught ReferenceError: match is not defined
    at bundle.js:79715:17
    at arrayEach (bundle.js:55470:11)
    at Function.forEach (bundle.js:64350:14)
    at bundle.js:79546:11
    at runInOp (bundle.js:48993:18)
    at CodeMirror.operation (bundle.js:53701:37)
    at ReactClassComponent.highlightCustomMarkdown (bundle.js:79537:18)
    at ReactClassComponent.componentDidMount (bundle.js:79484:10)
    at ReactClassComponent.chainedFunction [as componentDidMount] (bundle.js:2727:11)
    at lk (bundle.js:35743:217)

With your last commit, in the deployment, it crashes to a white screen (in FF and Chrome):

Missed committing one file. Should work now.

just going to drop a screencap of what this deployment looks like, in terms of highlight styling:

definition lists styling
One issue I see that could be improved is that it breaks definition list highlighting:

The above should have a highlight on both DL's, but only displays it on the second.  The first one in fact does have the right classes for the definition and ::, but not for the term, as shown in the HTML:

	:df-d8-1:
	::
	 Consectetur non laborum aliquip. Deserunt in veniam do sunt id ullamco aliqua non pariatur et. Culpa eiusmod dolor aliqua est magna enim. Veniam aliqua esse et. Id deserunt eu fugiat eiusmod magna pariatur adipisicing incididunt tempor nulla cillum exercitation. Et veniam proident laborum incididunt elit adipisicing reprehenderit occaecat amet eu.

I think we still would want the emoji highlight style to be shown over the term, but it shouldn't prevent the rest of the defintion list highlighting.
For reference, here is the DL just below it, with correct display:

	Officia
	::
	 consequat labore cillum mollit consectetur labore anim occaecat eu. Ipsum id ea voluptate deserunt. Et officia consequat eu tempor. Nostrud ex sint adipisicing qui qui minim minim labore ad et.

header styling
Here is how it looks with an emoji in a header:

It may be that headers are very important for navigating the Editor pane-- being able to find the titles of sections while scrolling through a large block of monospace text is crucial.  So I think that headers should have a visual consistency, which is foiled by having the emoji styled so differently.  I think I'll have general suggestions on the styling at the end of this PR, but at minimum for headers I think that the default header styling should win out.

Some thoughts on alternative styling:

Only use background-color, and somehow set it to be a variant of the existing text color. I haven't really thought about how to do this, but throwing it out there.  Something like this:

Maybe just toning it down a bit, throwing in some italics?

Do even more JS and do what other editors do:  turn the icon syntax directly into the rendered icon within the editor.  Treat it still as the full syntax text, though, so that when you hit delete button it reverts to the text, and when you copy the icon it pastes as the full text.

I think that this emoji syntax, and the definition list :: are the only two syntax that use a background color for the highlight.  I don't think a long discussion about whether this is a good thing or bad thing is necessary, but mentioning it in case it inspires some thought.
Finally, how does this all work with various editor themes?  Who knows.

I'd actually prefer the pink highlight, more contrast makes it easier to see, but can we see this with dark themes?

If you don't mind, could you add in a comment here a little steps on how to add an icon font in the future to the emoji syntax? a simple "add this in that file and that in this other file" will suffice. And it'd make things easier in the long run.

I'd actually prefer the pink highlight, more contrast makes it easier to see, but can we see this with dark themes?

Dark themes can be edited with their own coloring in themes/codeMirror/customEditorStyles.less. I'm going to leave that exercise to the reader in another PR though for someone who is better at graphical design.

If you don't mind, could you add in a comment here a little steps on how to add an icon font in the future to the emoji syntax? a simple "add this in that file and that in this other file" will suffice. And it'd make things easier in the long run.

Yeah I will put a little comment into markdown.js

Merging! Let the chaos ensue.

Merging! Let the chaos ensue.

This message does not reflect the intentions of the Homebrewery Dev team and does in no way give permission to anyone or anything to display chaotic behaviour in any specially disrupting way.
This joke commment was brought to you by the meme layer association.


Russian (Cyrillic) text is improperly displayed when using array_agg in the SQL query (Postgres)

How to reproduce the bug

Store Russian text in a Postgres database.
Make sure you can fetch that textual data into Superset and properly display it via SQL lab or chart explorer.
Modify the request: add a group by clause and use the array_agg function to create an array of strings of Russian text.
Problem: the strings become "unicode gibberish". Example: ["\u041b\u043e\u043d\u0433\u0441\u043b\u0438\u0432\u044b", "\u0421\u0432\u0438\u0442\u0448\u043e\u0442\u044b"]. They get displayed like this in the SQL Lab, in the Chart Explorer and on the dashboard.

Environment

browser type and version: updated Brave (Chome-base) and updated Libre Office (Firefox-based)
helm info:

chart: superset-0.7.7
app version: 1.0

Checklist
Make sure to follow these steps before submitting your issue - thank you!

[ ] I have checked the superset logs for python stacktraces and included it here as text if there are any.
[x] I have reproduced the issue with at least the latest released version of superset.
[x] I have checked the issue tracker for the same issue and I haven't found one similar.

This sounds different, yet potentially related to https://github.com/apache/superset/issues/19982

@jinghua-qa / @ sadpandajoe do we have any tests using russian, chinese, etc? Not sure who's best suited to look into this with postres and other DBs to sort out the risk factors.

This sounds different, yet potentially related to #19982

It actually seems to be identical

#19982:

when you click on the data it shows a popup window that displays the characters correctly, but when you download it to csv it shows up incorrectly.

Exactly same for me

Hi, folks. We've got the same problem with array data from Clickhouse. In CH data stored as UTF-8 encoded values. "clickhouse_connect" driver returns correct data. All issues only in Superset interface.
Can someone give me direction, where I can find bug?
Thanks.

UP!

+1

While this is getting a lot of support (noting also that you can 👍 the original description rather than adding messages), it doesn't seem to have anyone investigating it. It's been open for over a year and a half, and at some point we'll have to close it in the name of steering toward an actionable backlog. Any takers? Meanwhile hopefully @dosu-bot can shed some light on the subject.


Is there any available docs for how to use and customize navbar?

I am looking for plain navigation bar or how to implement my own. If there is out there any alternative best practice I'll welcome it!
Versions
    "react-native": "^0.31.0",
    "react-native-router-flux": "^3.35.0"

https://github.com/aksonov/react-native-router-flux/blob/master/docs/API_CONFIGURATION.md#navigation-bar
Is that not enough?

I do appreciate the documentation work – which is nice. And the devoted to maintain this library. However I am missing examples on how to obtain precise navbar configurations. If they are only documented I need to try API methods one by one to see the result. That is which I have eventually done, but specifying a couple of popular use cases (with or without screen captures) I belive would increase library adoption.


[WIP] bsc#1043592 Add support for accepting nodes

Turning off auto_accept for salt means we need
to have a mechanism to accept nodes on a node
by node basis into the cluster.
This adds a pending nodes table that will show
all nodes that have not had their key accepted in salt
yet.
Current Issues:

[ ] When clicking "Accept Node" it does not disappear from the list immediately

kubic-project/caasp-container-manifests#62 allows the CA and admin node to be pre accepted

Is there any way to accept all the nodes?

@inercia not right now, but it would just be a matter of adding a "Add All" button that has "*" as the minion ID

@mssola

There needs to be some space between the table below and the "Bootstrap cluster" button.
Yeap adding now.

I had all minions accepted, but then using salt-key I manually deleted a key and it's still listed as accepted on the table above (not listed when using salt-key -L). I have to admit that after a while it got re-accepted again so the output was fine (I haven't removed the auto_accept config).

Unfortunately, this is due to how we manage minions - we keep a second state store about the cluster, and it is not updated when nodes are deleted from salt.

Besides the known issue you mentioned, when you click "Accept node", forcing a page refresh takes a long time ... I don't know if this is a problem on caasp-devenv 😕

@mssola yes - it is unfortunately.
We do not have a "admin" node in kubic-project/caasp-devenv so salt is waiting for the node to time out for before returning.
I have been running docker exec -it $(docker ps | grep salt-master | awk '{print $1}') salt-key -d admin to speed things up

On the "Pending nodes" table I have two further comments:

It's weird when it's empty. I'd either set an "empty table" message on the lines of "All nodes have been accepted for the bootstrapping process", or something like that.
Stating "Pending nodes" can be confusing for the end user that knows nothing about salt. We should add more info around that.

It's weird when it's empty. I'd either set an "empty table" message on the lines of "All nodes have been accepted for the bootstrapping process", or something like that.

Yeah - thats a better idea than just collapsing the panel - I will add it.

Stating "Pending nodes" can be confusing for the end user that knows nothing about salt. We should add more info around that.

Yeah - I can add some help text - and we can iterate on the exact content

Just opened https://github.com/kubic-project/velum/pull/208 that impacts a bit the discovery page. Nothing to worry about.

e2e will pass with this change. what we will need to update is the e2e tests for kubic-project/salt#131
This can merge before, it will just be blank until kubic-project/salt#131 is merged

e2e will pass with this change. what we will need to update is the e2e tests for kubic-project/salt#131

The devenv takes the configuration from the salt repo, so once kubic-project/salt#131 gets merged, they will be applied on the e2e tests too. It should be the latest one to be merged then.

This can merge before, it will just be blank until kubic-project/salt#131 is merged

You're absolutely right. We can get this one merged before. We need to fix the specs though so they are green and 100% coverage. Please, tell me if I can help.

The last push should have added the 100% coverage + passing

New spacing

@inercia I added an "Accept All Nodes" button as well

So - should we let #208 clean up this, and add the required text - having the functionality in place is vital to get started on e2e tests / qa tests and merging kubic-project/salt#131


Black window screen  windows 7

Hello, I also have three or four users who also encountered this situation, but I checked the code and found that the ClipToBounds and CornerRadius properties mentioned above were not set at the same time. The avalonia 11.0.0 version was used. Their system was windows 7. Adopted RenderingMode = new List < Win32RenderingMode > {Win32RenderingMode. Software} this mode renders them just normal, excuse me this how to program can be perceived, thank you very much! https://github.com/AvaloniaUI/Avalonia/issues/4486

Windows 7 is not officially supported by Avalonia any more. Have you confirmed that this also happens on Windows 8.1/10/11?
https://docs.avaloniaui.net/docs/faq

Windows 8.1/10/11  No feedback has been received up to now，windows 7 is also mostly fine，Only three or four user feedback，I wonder if you could help me out, see where we can start, and I'll give it a try，Thank you very much @thevortexcloud

If software rendering is working, that probably indicates some sort of driver bug/bug in the hardware rendering path. In which case, using software rendering is a valid work around. You could add some code to your app to detect if it's running on Windows 7 and force the software renderer during boot. But Software rendering does have limitations.
However I assume if someone is running Windows 7 still, their hardware is probably fairly old. So software rendering may be rather slow.
In any case, if this is a Windows 7 only bug: it likely wont be fixed. Windows 7 is not really supported by anybody anymore (including Microsoft). If you can you should also try to convince your users to upgrade as well.
Beyond that I am not sure what else I can help with here, I am not particularly familiar with how Avalonia's rendering system works.

Thank you very much


Add the word "County" to address

Add the word "COUNTY" to the end of generated address, next to the county name.

I'll title case everything so that it matches the rest of the address text.


Parameterise Blob commands?

It would be nice to be able to override the connection when downloading blobs etc. as can be done with table data.

Closed by a8541fd6067058af83ca0b45fec208e620944299.


Numbers not readable when they are large

Source: https://beta-moses.energytransitionmodel.com/testing_grounds/509/gas_load

I'm going to draw a line in the sand at <IP_ADDRESS>. I think we should switch to scientific notation in order for these numbers to become somewhat readable. I remember there being an issue about this problem already...

I'm going to draw a line in the sand at <IP_ADDRESS>. I think we should switch to scientific notation in order for these numbers to become somewhat readable. I remember there being an issue about this problem already...

Couldn't we reproduce the solution that we utilize in etmodel? I like what we did there.

https://github.com/quintel/etmoses/issues/139

@grdw and @ChaelKruip can we pick this up? Yesterday, a chart was unreadable. (Yes, I am quoting GOT)

#139 or the fast way

I prefer #139; scientific notation is ugly. The "modern" ETModel solution to this is Quantity, and while it would need some changes (to replace calls to ETModel's Metric) it would likely get us 90% of the way there...

First attempt is looking good. 😄 This is a LES with (500_000_000) EV's.

Charts to fix still

[ ] Yearly gas load chart
[ ] Gas load chart
[ ] Heat load chart
[ ] Clean up what is there to clean

What is the status of this @grdw?

This is already fixed and deployed. I did found a strange bug though when testing out #1386 but that's fixed in that PR (I also think that that bug is only relevant because of the changes that were made for that PR). I'll close this issue therefor.


UI is slow when writing complex regexp for long files

VSCode Version: 1.28.1
OS Version: Windows 10 RS4

Steps to Reproduce:

Open a very long file
Start writing a regexp to replace in a single file. The regexp should be complex and have a lot of matches all over the file.

Does this issue occur when all extensions are disabled?:
It happens with extensions disabled, but it's not as bad (It's still bad though)

We run the search in main thread and a slow search can slow down the whole UI, the solution can be either disable auto search https://github.com/microsoft/vscode/issues/60977 or thinking about how to move it off main thread (then fix https://github.com/microsoft/vscode/issues/30874 completely). Track this issue in the two detailed one.


TaskDialog Binding

I try to bind the properties of VM to TaskDialog
<ui:TaskDialog
            Header="{Binding Greeting, Mode=OneWay}"
            Name="TaskDialog1">
    <ui:TaskDialog.Buttons>
        <ui:TaskDialogButton DialogResult="OK" Text="OK" />
    </ui:TaskDialog.Buttons>
</ui:TaskDialog>

When I  launched it
this.FindControl<TaskDialog>("TaskDialog1").ShowAsync();

It can't show my property Greeting, But it's normal for me to use other controls
Is there a way to do this xaml binding?
Current Version
FluentAvalonia : 2.0.5
Avalonia : 11.0.9

Make sure DataContext is set correctly for TaskDialog. You can use DevTools F12 to check it.

I do it!
🥰Thanks!


Handle case if import with brackets is passed

@Semigradsky @alexgagnon can you please take a look?
thanks

@jonathantneal can you please take a look?
thanks

@Semigradsky can you please take a look?
thanks

Hi @alex-knyazev, @the-stas, @lipemat,
This plugin was moved to the csstools mono repo : https://github.com/csstools/postcss-plugins/tree/main/plugins/postcss-custom-media#readme
This PR was a great start but we wanted to handle a few more edge cases.
The fix has been released in v8.0.1
https://github.com/csstools/postcss-plugins/blob/main/plugins/postcss-custom-media/CHANGELOG.md#801-june-3-2022


data sent as application/json

how can I achieve to send my file in ng-file-upload as a application/json to be able to receive the file in my REST server ?
Thank you in advance

Set the content type in the header section. Read the documentation and search for 'type'

For anybody still using this ( *sadpanda* for legacy apps):
Upload.http({
  url: '/api/uploadImage',
  data: json,
  headers : {
    'Content-Type': 'application/json'
  },
});


How to include a macro?

Hi.
Thanks a lot for this nice extension. I'm not able to include a macro file, the extension always terminates the Run ASM code command, with an error: can't locate file: name.inc
`include  mac.inc
.model small
.stack 64
.data
msg db "hello","$"
.code
main proc far
mov ax,@data
mov ds,ax
mov ah,9
mov dx,offset msg
int 21h
hlt
main endp
end main
`
Can't locate file: mac.inc

Currently this extension does not support assembly with more then one files, does not support keyword like 'include'.
I  write this extension for writing assembly in dosbox, so it may not support assembly for win32

It's an empty macro, and it is in the same directory.
`mac MACRO par
ENDM`
there are both in C:\Users\Karim\Desktop\Workspaces\Assembly Workspace, and I open the folder using vs code.

Hi, Currently we can use the command dosbox here to do this by hand.

open the command panel and type dosbox here, it will open a dosbox and the dosbox's disk E is the folder of the active file
in the dosbox type command you need to use

Thanks a lot for your time. It worked .


FEATURE: Dispatcher Overview only active workspaces; Dispatcher Overiew workspaces

Good day to you!
I've suggestion for features:

Dispatcher for overviewing clients only of active workspaces:
hycov:toggleactiveoverview

Dispatcher overview workspaces:
hycov:toggleworkspaceoverview

Option for overiew without clients in hidden special workspaces

Thank you!

Functional options have been added

The special workspace window has been disabled from overview
on the side, The  workspace overview is not the target of this plug-in; the target of this plug-in is client overview


Fixes ability to add existing keys to container.

The -f option for chia keys add doesn't exist. You can just pipe the contents of the file directly into the command instead.

$ chia keys add -h
Usage: chia keys add [OPTIONS]

Options:
  -f, --filename TEXT  The filename containing the secret key mnemonic to add
  -h, --help           Show this message and exit.

Yep, looks like it was added at some point. Or I just missed it.


Configured namespaces are not reloaded into main cluster view

Describe the bug
Hi, I am currently trying out https://github.com/lensapp/lens/pull/702
When I add namespaces in the settings tab and switch back into the main cluster view, I can not see the list of namespaces which I added. Right-clicking the cluster, disconnecting and reconnecting does not fix this issue. What helps is to restart the Lens application entirely.
To Reproduce
Steps to reproduce the behavior:

Go to a cluster settings page
Add a few namespaces
Go back to the main cluster view or disconnect from the cluster and reconnect
Configured namespaces are not visible in the drop-down menu
Close Lens entirely and restart
List of configured namespaces in the main cluster view is now correct

Expected behavior
Namespace list will be updated once the settings are changed
Environment (please complete the following information):

Lens Version: 4.0.0-alpha5
OS: [e.g. OSX] Windows 10
Installation method (e.g. snap or AppImage in Linux): Github binary download

Fixed by #2193


-Muhammad- Can't access to certain pages on pagination nav

If you want to click on 4th page button (dots) you can't - it's not clickable. Dots shouldn't be there actually. Looks like corner case (we got 5 pages here total) but indeed needs to be fixed.
To reproduce: type shirt in the search input, hit enter and go to 3rd page. Used dev5 env.

Similar improvements being made in #4632


:wrench: Fix CI settings

32.78s$ xcodebuild -scheme RxScreenProtectKit -sdk iphonesimulator -destination 'platform=iOS Simulator,OS=13.1,name=iPhone X' -configuration Debug test | xcpretty -c
526xcodebuild: error: Unable to find a destination matching the provided destination specifier:
527		{ platform:iOS Simulator, OS:13.1, name:iPhone X }
528
529	The requested device could not be found because no available devices matched the request.
530
531	Available destinations for the "RxScreenProtectKit" scheme:
532		{ platform:iOS Simulator, id:D59CA80F-EC0A-4103-B573-3DC54A5A2EBE, OS:13.1, name:iPad Air (3rd generation) }
533		{ platform:iOS Simulator, id:ADFC76F2-99F0-49CB-BF76-6BF398F8A8D5, OS:13.1, name:iPad Pro (9.7-inch) }
534		{ platform:iOS Simulator, id:C051AD76-CB3A-40E5-9E62-F90322C20D1F, OS:13.1, name:iPad Pro (11-inch) }
535		{ platform:iOS Simulator, id:38E0F65B-6354-4C3C-A6C8-2F1862ADEBBD, OS:13.1, name:iPad Pro (12.9-inch) (3rd generation) }
536		{ platform:iOS Simulator, id:48B0DB6A-E40D-4016-9A57-1BC975A89029, OS:13.1, name:iPhone 8 }
537		{ platform:iOS Simulator, id:816A74D7-4565-4047-B8B3-9D326AA80391, OS:13.1, name:iPhone 8 Plus }
538		{ platform:iOS Simulator, id:69753CD8-E1C3-436F-B37A-C1FBE4DDA537, OS:13.1, name:iPhone 11 }
539		{ platform:iOS Simulator, id:11389905-6966-4C44-AF89-FAA57E4ECF47, OS:13.1, name:iPhone 11 Pro }
540		{ platform:iOS Simulator, id:069E06C8-799D-440A-B6CA-FFBF5DD6CDA2, OS:13.1, name:iPhone 11 Pro Max }

Codecov Report

Merging #39 into master will not change coverage.
The diff coverage is n/a.

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##           master    #39   +/-   ##
=====================================
  Coverage     100%   100%
=====================================
  Files           8      8
  Lines         136    136
=====================================
  Hits          136    136

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feat(DIST-707): Remove full page type

Same functionality can be achieved by a widget in full screen container.
We can add shorthand once widget is fully implemented, if necessary.
Also, adding widgets to end of body does not really make sense. It breaks single page apps (body is never reloaded) and on script reload it adds multiple forms.

Yes, we can make shortcuts once the widget is fully implemented.
The main difference in use cases:

share page - I want to create a new HTML page and my HTML knowledge is limited, I want to copy&paste the code including whole page markup <!DOCTYPE html>... and display fullscreen form on a page
embed lib - I already have a page with some markup and I want to add typeform, if I want to make it full page I most likely want to keep header and footer or other navigation

Yes, we can make shortcuts once the widget is fully implemented.
The main difference in use cases:

share page - I want to create a new HTML page and my HTML knowledge is limited, I want to copy&paste the code including whole page markup <!DOCTYPE html>... and display fullscreen form on a page
embed lib - I already have a page with some markup and I want to add typeform, if I want to make it full page I most likely want to keep header and footer or other navigation

I believe there's a way to generate and use something like this:

instead of <!DOCTYPE html>.... Browsers add missing HTML / head / body automatically, and we can leverage that providing a user just with something human readable.

I dont know how recent is this MDN article but we might need to use DOCTYPE to make sure browsers render content as expected. Also, meta tag with encoding might be necessary too.
We might provide a pre-formatted code if we want it readable :)
<!DOCTYPE html>

    <meta charset=UTF-8>
    <title>Typeform Title from Builder</title>

:tada: This PR is included in version 1.0.0 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:

:tada: This PR is included in version @typeform/embed-v1.0.0-next.1 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:

:tada: This PR is included in version @typeform/embed-v1.0.0 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket: