Data Models + Sheet Improvements - [merged]

In GitLab by @mclemente on Dec 15, 2023, 20:08
Merges beta -> master
This originally was planned to include Playbook Improvements from #93, but it proved more complex that I thought, so it will be pushed back for a later release.
Changes

Added Data Models (#91).
Added globalThis.pbta, which is also accessible through game.pbta as before.

Added access to document sheets (game.pbta.applications) and roll handler (game.pbta.dice).
Moved documents to game.pbta.documents.

Added conditionCount to RollData, which means it is now possible to make rolls such as 2d6 + @conditionCount.
Added CONFIG.PBTA.playbooks, which lists all playbooks available.
Added attributes of type Clock, Resource and Number as Trackable Attributes for Tokens (Closes #105).
Fixed adding/removing entire Attribute Groups (e.g. the whole Top/Left panel) not updating old actors.
Fixed Stats not showing up on Move sheets (Closes #101, #102, #103).
Fixed Roll Shifting rendering issues (Closes #100).
Fixed Condition descriptions with certain number-dash combinations (e.g. "1-fatigue") being handled as bonuses (Closes 59).
Moved the system's Game Settings sidebar buttons to their own section and removed the system setting that hid them.
Removed the icons that were bundled with the system since they are present on FoundryVTT. A migration will update documents to avoid broken links.

Playbook Improvements

Added a Details tab to the Playbook sheet. Visible to GMs only.

Added PbtA ID (variable name: slug), which is an url-safe string meant to be unique among playbooks. It is meant to be used throughout the system and supporting modules.
Added Actor Type, described below on Item Sheet.

A Playbook's PbtA ID is added as a CSS class to the Actor sheets as .playbook-[PbtA ID].

For example: "The Chosen" becomes playbook-the-chosen.

Actor Sheet

Added a "limited" sheet which only shows an actor's name and its descriptions (Closes #95).
Added "Stat Clock" feature. This adds a set number of buttons that simulates XP, for mechanics similar to Apocalypse World: Burned Over.
Added "Stat Shift" feature. This adds a "Stat" to the list that let's you enhance a Stat up/down, for mechanics similar to the Masks.
Added changing moves/equipments between categories by dragging and dropping them. This also works for items without a category being dropped onto the category (Closes #38).
Replaced the Playbook's input with a selector.
Moved the Stats' dice icons to the top of the box.
Fixed Stat Toggle not adding the Stat's value.

Item Sheet

Added Actor Type field to Equipment, Move and Playbook items.

Visible only if not owned and if there are more than 1 valid actor type for the item.
Sets which actor type's data will be used to fill in fields such as Equipment Type and Move Type. On Playbook's case, it is used to differentiate between Playbooks that are exclusive to a certain actor type.

Sheet Configuration

Added "Stat Clocks" TOML configuration.

statClocks = 4

Added "Stat Shifting" TOML configuration (Closes #96).

statShifting = true
# or
[statShifting]
  # Everything is optional. Values shown are the defaults for English localization
  label = "Stat Shift" # String shown on Character Sheet. Otherwise localize "{stat} Shift"
  value = 1 # The value to be shifted up/down
  stat = "Stat" # String used to localize the label
  stats = "Stats" # String used to localize "Character shifts {stats}" on Chat Message

Added playbook property to actor attributes. You can set either a playbook's name or slug (e.g. "The Chosen" or "the-chosen") and it will only be displayed if an actor has the chosen playbook.

[character.attributesTop.foo]
  type = "Clock"
  label = "Foo"
  playbook = "The Chosen" # or "the-chosen"

The moveTypes can now be created as objects (e.g. [character.moveTypes.basic]) and accept the following properties: label, playbook, creation (Closes #41).

[character.moveTypes.basic]
  label = "Basic Moves"
  creation = true # (Optional) Will add all Moves with this move type when creating a character.
  playbook = false # (Optional) Moves with this move type will display a Playbook field.

Added a description attribute to actors, which add new description editors to the Description tab (Closes #97).

[character.description.foo]
  label = "Foo" # The label shown if there are more than one description. Defaults to the key if not set (e.g. "foo").
  value = "Lorem ipsum" # (Optional. Default: "") The description's text when an actor is created.
  limited = false # (Optional, default: true) The visibility of this field on the Limited sheet.

The ListOne and ListMany attributes now have an optional sort boolean property to sort its options based on labels (#22).

Localization

"Equipment Type" and "Move Type" became "Category".

Development

Added JSDoc to devDependencies to better document the project.
Added a #times Handlebars helper that loops a block of code, similar to #each.
(BREAKING) Added bundling to the JS files.
Added sourcemap to the CSS.
Added support for modules to include changes to the DataModel.migrateData by adding a function to game.pbta.sheetMigration.
(BREAKING) Renamed Handlebars Partials.
(BREAKING) game.pbta.utils.getPlaybooks() function has been refactored to only update the CONFIG.PBTA.playbooks list. To get the names/labels in the list (generally used for Item Sheets), use the new game.pbta.utils.getPlaybookLabels() function.
(BREAKING) Migrated actor.system.resources.rollFormula.value to actor.system.resources.rollFormula.
(BREAKING) Migrated actor.system.details.playbook to actor.system.playbook.
(BREAKING) Migrated actor.system.details.biography to actor.system.details.biography.value.
Removed duplicated scripts/lib/codemirror.toml.js in favor of the similar file under module/forms.

Module Compatibility
Modules that were tested with no issues related to the above changes or that have Merge/Pull Requests with solutions.

[x] Monster of the Week
[x] Fantasy World RPG
[x] Root
[x] Rhapsody of Blood
[x] Masks: A New Generation (unofficial)

[ ] Masks: A New Generation Sheets

In GitLab by @mclemente on Dec 15, 2023, 23:08
added 1 commit
fd95cd20 - Update item-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 15, 2023, 20:21
added 1 commit
970ebcec - Update actor-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 15, 2023, 20:14
added 1 commit
68fd344f - Re-add tag caching
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 01:37
added 1 commit
906ce3c6 - Update pbta.js
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 01:02
added 1 commit
8ed87c94 - Fix "formula" creeping in system data
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 13:15
added 1 commit
338f22d5 - Update actor.js
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 14:53
added 1 commit
bd3783de - Update character-sheet.html
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 24:42
added 1 commit
4f50c572 - Deprecate rollFormula.value
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 15:38
added 1 commit
b7ebbf82 - Improve ActorSheet getData
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 14:50
added 1 commit
d7d9b1a8 - Improve text enrichment
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 15:59
added 1 commit
a43d7d6b - Add more sheet partials
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 16:18
added 1 commit
024d7f7a - Add more sheet partials 2
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 21:44
added 2 commits
af3b5e46 - Refator ItemSheet getDataf78f85a1 - Update actor-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 21:45
added 1 commit
410ba75c - Enhance Item Sheet styles
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 19:22
added 1 commit
411b64b6 - linting
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 19:21
added 2 commits
0d5c66ed - Add conditionCount to RollData 25f267e56 - Sheet Config: add playbook property to attributes
Compare with previous version

In GitLab by @mclemente on Dec 16, 2023, 23:59
added 1 commit
b297cff8 - Remove duplicated library
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 19:19
added 1 commit
7f1a4ec1 - Update .eslintrc.cjs
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 21:45
added 1 commit
ee499bec - Update item.js
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 13:03
added 1 commit
94f8c6d1 - Add conditionCount to RollData
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 24:25
added 1 commit
2137d376 - Fix Stat Toggle not adding stat
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 21:46
added 1 commit
411cbaa7 - Enhance Item Sheet styles 2
Compare with previous version

In GitLab by @mclemente on Dec 20, 2023, 20:44
added 1 commit
6e986274 - Add details/description sheet config 2
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 22:39
added 1 commit
d052a6e5 - Fix lots of getData creeping in system data
Compare with previous version

In GitLab by @mclemente on Dec 20, 2023, 19:11
added 1 commit
99d0b812 - Add details/description sheet config
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 23:54
added 2 commits
1ad8b670 - Update npc.js003ac4bb - Update other.js
Compare with previous version

In GitLab by @mclemente on Dec 17, 2023, 22:45
added 1 commit
7857fb01 - Actor: add moves on creation
Compare with previous version

In GitLab by @mclemente on Dec 20, 2023, 19:03
added 1 commit
0f65d384 - Update pbta.js
Compare with previous version

In GitLab by @mclemente on Dec 20, 2023, 16:14
added 2 commits
84b6360a - Update playbook.js9d6dd511 - Add Details tab for Playbooks
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 17:47
added 1 commit
074b6209 - Update _item-form.scss
Compare with previous version

In GitLab by @mclemente on Dec 20, 2023, 23:49
added 1 commit
63c31512 - Update pbta.js
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 17:44
added 1 commit
a77542cf - Update utils.js
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 19:31
added 2 commits
d03d6a94 - Update actor-other-sheet.js8b66c58e - Update actor-npc-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 20, 2023, 20:44
added 1 commit
14a223ac - Update system.json
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 17:50
added 1 commit
d1d2324a - Update _item-form.scss
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 19:02
added 1 commit
899ab9be - Change Sheet Resources to flexrow
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 17:21
added 1 commit
a4fa39d0 - Improve Tag sorting
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 17:02
added 1 commit
6a09ace8 - Add Playbook's Actor Types
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 22:05
added 1 commit
8982fc38 - CSS Remove "zoom"
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 19:31
added 1 commit
93239236 - Update pbta.scss
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 20:45
added 1 commit
1496f13e - Add addition/removal of entire attrGroups
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 21:44
added 1 commit
3c152bdf - Add "limited" attribute property
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 20:17
added 1 commit
4047b528 - Merge actor sheets
Compare with previous version

In GitLab by @mclemente on Dec 23, 2023, 13:44
added 1 commit
6550622c - Fix NPC Moves not being created
Compare with previous version

In GitLab by @mclemente on Dec 22, 2023, 21:17
added 1 commit
065072fa - Update utils.js
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 13:19
added 3 commits
0103a87b - Update actor-other-sheet.js91748b75 - Fix local changes to actor dataf0529689 - Add limited actor sheet
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 16:49
added 1 commit
e3fef7d2 - Add Stat Shift's image
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 16:07
added 3 commits
2beb4364 - Remove unnecessary order styling8e083c62 - Move Stat's Dice icona25841bc - Add Stat Shifting
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 14:20
added 1 commit
70b68166 - Update actor-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 17:07
added 1 commit
b0d44e66 - Update utils.js
Compare with previous version

In GitLab by @mclemente on Dec 23, 2023, 14:57
added 2 commits
8390c23c - Fix rolling stats on limited sheet85ee3083 - Improvements to NPC sheet
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 14:16
added 1 commit
2006702d - Update actor-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 23, 2023, 13:45
added 1 commit
82fdfbd1 - Restyling
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 13:14
added 1 commit
81161037 - Fix sidebar buttons showing up for non-GMs
Compare with previous version

In GitLab by @mclemente on Dec 23, 2023, 14:17
added 1 commit
15c79d3e - Restyling 2
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 18:05
added 2 commits
9597a616 - Fix Stat Shiting selectors on small width sheets397f9ea6 - Improve Clocks
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 17:32
added 1 commit
a79721a8 - Add "Placeholder" to Select
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 17:34
added 1 commit
30008939 - Update _header.scss
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 17:09
added 1 commit
0c29214d - Update _stats.scss
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 20:14
marked this merge request as ready

In GitLab by @mclemente on Dec 24, 2023, 20:39
added 1 commit
4097c02a - Fix module's biography
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 18:24
added 1 commit
e9dcd5dc - Recoding colors
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 17:07
added 1 commit
7714fd4e - Add up/down arrows
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 19:35
added 1 commit
e5e7a4f8 - Whitespace changes
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 17:27
added 1 commit
14580dbe - Actor Sheet: Add persistence to expandos
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 18:38
added 1 commit
0a994cf5 - Improve dropping playbooks on actors
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 18:34
added 3 commits
e047f369 - Remove unnecessary hover logic692a81f4 - Use Foundry's dragDrop handler03c70cd6 - Fix NPCs' unsupportedItemTypes getter
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 20:29
added 1 commit
f6a7dfdd - Update sheet-config.js
Compare with previous version

In GitLab by @mclemente on Dec 24, 2023, 20:53
added 1 commit
47a26b81 - Update _cell.scss
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 20:30
added 1 commit
2c28b6c9 - Update actor-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 18:38
added 1 commit
e465b438 - Update pbta.js
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 20:19
added 1 commit
07f3dda5 - Reduce duplication
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 15:11
added 1 commit
dd82a902 - Add support for external Sheet Config migration
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 15:11
added 1 commit
73aa4372 - Update pbta.js
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 15:12
added 1 commit
4ac32aff - Update _cell.scss
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 16:06
added 1 commit
9b803aa1 - Update item-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 20:33
added 1 commit
ddd91c25 - Reduce duplication 2
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 12:43
added 1 commit
79cea55c - Actor Sheet: Add persistence to expandos 2
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 16:06
added 1 commit
11a01bfd - Update move-description.hbs
Compare with previous version

In GitLab by @mclemente on Dec 25, 2023, 20:45
added 1 commit
f1c3421c - Add Stat Clock/XP feature
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 16:14
added 1 commit
a45e7b72 - Initialize data model strings
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 17:12
added 1 commit
9559e18c - Fix Roll Mode grid
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 16:43
added 1 commit
0db2c036 - Fix Roll Mode grid
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 16:44
added 1 commit
59098739 - Update _attributes.scss
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 17:46
marked the checklist item Root as completed

In GitLab by @mclemente on Dec 26, 2023, 17:26
added 1 commit
37792559 - Fix actor moves on creation
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 13:55
added 1 commit
9aac185b - Handlebars: replace #select for selections
Compare with previous version

In GitLab by @mclemente on Dec 26, 2023, 17:12
added 1 commit
33fa1773 - Update item.js
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:14
added 1 commit
73d68975 - Handlebars: replace #select for selections 2
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:21
added 1 commit
1f12bc9d - Items: Add Actor Type filter
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:34
added 1 commit
428c4cdd - Moves: Invert logic order
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:29
added 1 commit
c3520bc6 - Handlebars: replace #select for selections 3
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:48
added 1 commit
cf638c46 - Fix dropping folder with playbook on actor sheet
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:32
added 1 commit
1743509c - Revert "Update item-sheet.js"
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:43
added 2 commits
9995d1ec - Update equipment-sheet.htmled230d0f - Update item-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 15:06
added 1 commit
9d10afa9 - Add Actor Type on creating items
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 14:31
added 3 commits
a94f2649 - Fix NPC Moves listing Character Move's typescbac3812 - Equipment: Hide Actor Type if only one is valid62bc1268 - Update item-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 18:58
marked the checklist item Rhapsody of Blood as completed

In GitLab by @mclemente on Dec 27, 2023, 15:34
added 1 commit
53a4db09 - Update item-sheet.js
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 16:50
added 1 commit
d6acaf2c - Fix Equip/Move lists on custom actor types
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 16:35
added 1 commit
57b49fe8 - Move getActorTypes to document
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 18:53
added 1 commit
be2e1c8a - Add actor's item migration
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 18:39
added 1 commit
e1b54fd4 - Fix misconfguration of custom actor types
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 19:01
added 1 commit
712102ca - Update actor.js
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 19:04
marked the checklist item Masks: A New Generation (unofficial) as completed

In GitLab by @mclemente on Dec 27, 2023, 18:35
added 1 commit
f89055d6 - Improve validateSheetConfig
Compare with previous version

In GitLab by @mclemente on Dec 30, 2023, 22:42
added 1 commit
272e37fe - Update macros
Compare with previous version

In GitLab by @mclemente on Jan 1, 2024, 18:29
added 1 commit
61aeff8d - Update move-sheet.html
Compare with previous version

In GitLab by @mclemente on Dec 30, 2023, 22:37
added 1 commit
698ab6ea - Update en.yml
Compare with previous version

In GitLab by @mclemente on Jan 1, 2024, 19:19
added 3 commits
2521af54 - Update actor-movelist.hbs03c99522 - Update actor-inventory.hbsb2b9a3b6 - Update _cell.scss
Compare with previous version

In GitLab by @mclemente on Jan 1, 2024, 19:11
added 1 commit
caee4902 - Update _cell.scss
Compare with previous version

In GitLab by @mclemente on Dec 30, 2023, 22:44
added 1 commit
95be4d75 - Update macro.js
Compare with previous version

In GitLab by @mclemente on Jan 1, 2024, 18:41
added 1 commit
03e110c6 - Update actor-movelist.hbs
Compare with previous version

In GitLab by @mclemente on Dec 30, 2023, 22:42
added 1 commit
a1d76ae7 - Add deprecation support for old macro path
Compare with previous version

In GitLab by @mclemente on Dec 27, 2023, 19:43
added 2 commits
d7a18ead - Update _stats.scss32b4b3fe - Update actor-stats.hbs
Compare with previous version

In GitLab by @mclemente on Jan 4, 2024, 11:08
added 2 commits
eb6e25a6 - Update actor-movelist.hbs872120e3 - Update actor-inventory.hbs
Compare with previous version

In GitLab by @mclemente on Jan 1, 2024, 19:24
added 1 commit
24b60ddb - Update _stats.scss
Compare with previous version

In GitLab by @mclemente on Jan 2, 2024, 17:29
added 1 commit
89a9dcac - Add bundling
Compare with previous version

In GitLab by @mclemente on Jan 6, 2024, 19:17
added 1 commit
31a832e6 - Update _window.scss
Compare with previous version

In GitLab by @mclemente on Jan 2, 2024, 18:17
added 1 commit
8ba3ca75 - Add icon migration
Compare with previous version

In GitLab by @mclemente on Jan 2, 2024, 14:22
added 1 commit
16b71e83 - Update system.json
Compare with previous version

In GitLab by @mclemente on Jan 2, 2024, 17:50
added 1 commit
9b1894dc - Add bundling 2
Compare with previous version

In GitLab by @mclemente on Jan 3, 2024, 14:39
added 1 commit
34d622da - Update actor-header.hbs
Compare with previous version

In GitLab by @mclemente on Jan 9, 2024, 23:30
added 1 commit
15bd28f7 - Relocate settings sidebar buttons
Compare with previous version

In GitLab by @mclemente on Jan 8, 2024, 11:29
added 1 commit
613cbaa2 - linting
Compare with previous version

In GitLab by @mclemente on Jan 8, 2024, 14:55
added 1 commit
a7fd0dce - linting
Compare with previous version

In GitLab by @mclemente on Jan 8, 2024, 15:59
added 1 commit
be759e96 - Add item category moving
Compare with previous version

In GitLab by @mclemente on Jan 8, 2024, 16:03
added 1 commit
ce8dab52 - Update en.yml
Compare with previous version

In GitLab by @mclemente on Jan 7, 2024, 17:37
added 1 commit
bdc62854 - Update CONTRIBUTING.md
Compare with previous version

In GitLab by @mclemente on Jan 8, 2024, 16:06
added 1 commit
414e6cbe - Rename Categories
Compare with previous version

In GitLab by @mclemente on Jan 11, 2024, 13:38
added 1 commit
62724af4 - Update token.js
Compare with previous version

In GitLab by @mclemente on Jan 11, 2024, 13:32
added 2 commits
b05ff14d - Add Trackable Attributes6ea0c488 - Add Trackable Attributes for other actor type
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 11:41
added 1 commit
6bedd3ef - Move attributes getters to DataModel
Compare with previous version

In GitLab by @mclemente on Jan 11, 2024, 14:11
added 1 commit
0c5f027e - Update actor.js
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 12:22
added 1 commit
ef787c23 - Roll Shifting: fix rendering (#100)
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 12:13
added 1 commit
b6d21d1b - Update shared.js
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 12:33
added 1 commit
a2459532 - Roll Shifting: fix rendering (#100) 2
Compare with previous version

In GitLab by @mclemente on Jan 11, 2024, 14:16
added 1 commit
613c0ce4 - Update actor.js
Compare with previous version

In GitLab by @mclemente on Jan 11, 2024, 14:00
added 1 commit
83a026e4 - Add changing Clock through Token Bar
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 11:49
added 1 commit
16cd80e2 - Update actor.js
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 11:48
added 1 commit
de6629b7 - Change Actor.playbook getter
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 13:40
added 1 commit
7c438e1b - Update sheet-config.js
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 12:57
added 1 commit
e95eb62a - Update actor.js
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 13:11
added 1 commit
4a96a565 - Update _attributes.scss
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 13:05
added 2 commits
5ceadc40 - Update actor-sheet.html9d2c2896 - Update limited-sheet.html
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 12:37
added 1 commit
f758aaba - Update _chat.scss
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 13:49
added 1 commit
4228413b - Add List sorting
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 18:14
added 2 commits
0c4407f4 - Update icon-migration.json7fcf2734 - Update spell-icon-migration.json
Compare with previous version

In GitLab by @mclemente on Jan 18, 2024, 12:02
added 1 commit
d6372582 - Update rolls.js
Compare with previous version

In GitLab by @mclemente on Jan 17, 2024, 14:22
added 1 commit
d4881b6d - Update utils.js
Compare with previous version

In GitLab by @mclemente on Jan 13, 2024, 16:47
added 1 commit
f0b12013 - split Actor._onRoll method 2
Compare with previous version

In GitLab by @mclemente on Jan 17, 2024, 14:33
added 1 commit
32985eeb - Update utils.js
Compare with previous version

In GitLab by @mclemente on Jan 17, 2024, 14:23
added 1 commit
258c66d6 - Update utils.js
Compare with previous version

In GitLab by @mclemente on Jan 13, 2024, 16:45
added 1 commit
75daa7a5 - split Actor._onRoll method
Compare with previous version

In GitLab by @mclemente on Jan 13, 2024, 16:49
added 1 commit
58aeff4a - split Actor._onRoll method 3
Compare with previous version

In GitLab by @mclemente on Jan 16, 2024, 22:23
added 1 commit
e20877f4 - Upgrade to TypeDataModel
Compare with previous version

In GitLab by @mclemente on Jan 12, 2024, 18:37
added 1 commit
3359d8e2 - improve compendium's document retrieval
Compare with previous version

In GitLab by @mclemente on Jan 18, 2024, 15:01
added 1 commit
bec03460 - Update rolls.js
Compare with previous version

In GitLab by @mclemente on Jan 23, 2024, 11:02
added 1 commit
ff83498f - Update pbta.js
Compare with previous version

In GitLab by @mclemente on Jan 23, 2024, 11:03
resolved all threads

In GitLab by @Asacolips on Jan 24, 2024, 16:38
mentioned in commit 1fde4feff4ec11414e515f096f2f2a8d248f8eb2

In GitLab by @mclemente on Jan 23, 2024, 11:02
Commented on src/module/pbta.js line 136
changed this line in version 157 of the diff

In GitLab by @Asacolips on Jan 24, 2024, 16:37
approved this merge request

In GitLab by @Asacolips on Jan 23, 2024, 09:13
Commented on src/module/pbta.js line 136
Nitpick, but it looks like this variable name is a copy from the 5e repo and could be renamed.

In GitLab by @Asacolips on Jan 23, 2024, 08:44
requested review from @Asacolips

In GitLab by @mclemente on Jan 18, 2024, 12:11
added 1 commit
05f72298 - Update rolls.js
Compare with previous version


How can I adjust iPad font size?

Hi,
I tested the minimal example in iPhone 11, iPhone SE and iPad as shown below screen. In the update text becomes too small for reading. My first question is how can I adjust iPad font size?
For my second question: I already have an iOS app and trying to use your plugin to make my app more responsive. My app only for iPhone and iPad. I have a bottom navigation and my app in portrait mode. is your plugin covers flutter bottom navigator as well?
For my last question: In your example asset folders all the images width is 1080 px. Is there any reason for this? In my app there is a stack widget that has in some specified (250 x 150) container. How is your plugin deals with widget width and height as well as should I use all my images width to 1080?
Thanks

Hi,
Hopefully my answer will help you and save some time for the author to look at other issues ;)
I tested the minimal example in iPhone 11, iPhone SE and iPad as shown below screen. In the update text becomes too small for reading. My first question is how can I adjust iPad font size?
I would use a DefaultTextStyle, that adapt to the mediaQuery on the materialApp level. You can also use ResponsiveWrapperData.activeBreakpoint to change it, if if want a less progressive way.
For my second question: I already have an iOS app and trying to use your plugin to make my app more responsive. My app only for iPhone and iPad. I have a bottom navigation and my app in portrait mode. is your plugin covers flutter bottom navigator as well?
If you place the ResponsiveWrapper on top of you widget, it will scale or resize it. So for the whole app to be responsive, again, you can place it right under the materialApp.
https://github.com/Codelessly/ResponsiveFramework#scale-vs-resize
The bottomBar will have the same behavior has an appBar.
For my last question: In your example asset folders all the images width is 1080 px. Is there any reason for this? In my app there is a stack widget that has in some specified (250 x 150) container. How is your plugin deals with widget width and height as well as should I use all my images width to 1080?
Widget with specified size, will be resized or scale accordingly to the defined Breakpoint. The package will update the mediaQuery, so widget under the ResponsiveWrapper would see the updated mediaQuery corresponding to it.
Hope this help.

Hi,
Hopefully my answer will help you and save some time for the author to look at other issues ;)
I tested the minimal example in iPhone 11, iPhone SE and iPad as shown below screen. In the update text becomes too small for reading. My first question is how can I adjust iPad font size?
I would use a DefaultTextStyle, that adapt to the mediaQuery on the materialApp level. You can also use ResponsiveWrapperData.activeBreakpoint to change it, if if want a less progressive way.
For my second question: I already have an iOS app and trying to use your plugin to make my app more responsive. My app only for iPhone and iPad. I have a bottom navigation and my app in portrait mode. is your plugin covers flutter bottom navigator as well?
If you place the ResponsiveWrapper on top of you widget, it will scale or resize it. So for the whole app to be responsive, again, you can place it right under the materialApp.
https://github.com/Codelessly/ResponsiveFramework#scale-vs-resize
The bottomBar will have the same behavior has an appBar.
For my last question: In your example asset folders all the images width is 1080 px. Is there any reason for this? In my app there is a stack widget that has in some specified (250 x 150) container. How is your plugin deals with widget width and height as well as should I use all my images width to 1080?
Widget with specified size, will be resized or scale accordingly to the defined Breakpoint. The package will update the mediaQuery, so widget under the ResponsiveWrapper would see the updated mediaQuery corresponding to it.
Hope this help.

@bounty1342 Thank you very much.
I am not sure if I use correctly the DefaultTextStyle. Here is my code and image. It looks normal.   Also do you have any good example of how to use the "ResponsiveWrapper"?
`
debugShowCheckedModeBanner: false,
  builder: (context, widget) => ResponsiveWrapper.builder(
      BouncingScrollWrapper.builder(context, widget),
      maxWidth: 1200,
      minWidth: 450,
      defaultScale: true,
      breakpoints: [
        ResponsiveBreakpoint.resize(450, name: MOBILE),
        ResponsiveBreakpoint.autoScale(800, name: TABLET),
        ResponsiveBreakpoint.autoScale(1000, name: TABLET),
        ResponsiveBreakpoint.resize(1200, name: DESKTOP),
        ResponsiveBreakpoint.autoScale(2460, name: "4K"),
      ],
      background: Container(color: Color(0xFFF5F5F5))),

  title: "MyApp",
  theme: ThemeData(
    fontFamily: "Ubuntu",
    primaryColor: yellowColor,
  ),
  home: MainPage(),
);

}
}
class MainPage extends StatefulWidget {
@override
_MainPageState createState() => _MainPageState();
}
class _MainPageState extends State {
@override
Widget build(BuildContext context) {
return DefaultTextStyle(
style: TextStyle(fontSize: 36, color: Colors.black),
child: Scaffold(
appBar: AppBar(
title: Text(
"Flutter App",
style: TextStyle(fontSize: 24),
),
),
body: Center(
child: Text(
"Hello World",
style: TextStyle(fontSize: 18, color: Colors.black),
),
),
),
);
}
}
`

@bounty1342 Thank you very much.
I am not sure if I use correctly the DefaultTextStyle. Here is my code and image. It looks normal.   Also do you have any good example of how to use the "ResponsiveWrapper"?
`
debugShowCheckedModeBanner: false,
  builder: (context, widget) => ResponsiveWrapper.builder(
      BouncingScrollWrapper.builder(context, widget),
      maxWidth: 1200,
      minWidth: 450,
      defaultScale: true,
      breakpoints: [
        ResponsiveBreakpoint.resize(450, name: MOBILE),
        ResponsiveBreakpoint.autoScale(800, name: TABLET),
        ResponsiveBreakpoint.autoScale(1000, name: TABLET),
        ResponsiveBreakpoint.resize(1200, name: DESKTOP),
        ResponsiveBreakpoint.autoScale(2460, name: "4K"),
      ],
      background: Container(color: Color(0xFFF5F5F5))),

  title: "MyApp",
  theme: ThemeData(
    fontFamily: "Ubuntu",
    primaryColor: yellowColor,
  ),
  home: MainPage(),
);

}
}
class MainPage extends StatefulWidget {
@override
_MainPageState createState() => _MainPageState();
}
class _MainPageState extends State {
@override
Widget build(BuildContext context) {
return DefaultTextStyle(
style: TextStyle(fontSize: 36, color: Colors.black),
child: Scaffold(
appBar: AppBar(
title: Text(
"Flutter App",
style: TextStyle(fontSize: 24),
),
),
body: Center(
child: Text(
"Hello World",
style: TextStyle(fontSize: 18, color: Colors.black),
),
),
),
);
}
}
`

DefaultTextStyle(
style: TextStyle(color: Theme.of(context).primaryColor ).apply(fontSizeFactor: zoomSize),
Where XXX is the ratio to give the font size (zoom factor).
Then you can do something like :
zoomSize = ResponsiveWrapper.of(context).equals(TABLET) ?zoomSize1.5:zoomSize;
zoomSize = ResponsiveWrapper.of(context).equals(2460) ?zoomSize1.5:zoomSize;
Or use a ratio of      ResponsiveWrapper.of(context).scaledWidth/ResponsiveWrapper.of(context).screenWidth
Or what suit your need...
PS : don't use the same name for 2 breakpoints (Tablet in your example)

DefaultTextStyle(
style: TextStyle(color: Theme.of(context).primaryColor ).apply(fontSizeFactor: zoomSize),
Where XXX is the ratio to give the font size (zoom factor).
Then you can do something like :
zoomSize = ResponsiveWrapper.of(context).equals(TABLET) ?zoomSize1.5:zoomSize;
zoomSize = ResponsiveWrapper.of(context).equals(2460) ?zoomSize1.5:zoomSize;
Or use a ratio of      ResponsiveWrapper.of(context).scaledWidth/ResponsiveWrapper.of(context).screenWidth
Or what suit your need...
PS : don't use the same name for 2 breakpoints (Tablet in your example)

Thanks for the info, I will test it today.
2 breakpoints (Tablet in your example) was in your example main.dart file, I just copied and I will corrected now.

I try but got error as follows:
ERROR:
I/flutter (19166): _zoomSize: 1.1458333333333333
======== Exception caught by widgets library =======================================================
The following assertion was thrown building MainInternet(dirty, dependencies: [InheritedResponsiveWrapper, _LocalizationsScope-[GlobalKey#a894b]], state: _MainInternetState#bf295):
'package:flutter/src/painting/text_style.dart': Failed assertion: line 813 pos 12: 'fontSize != null || (fontSizeFactor == 1.0 && fontSizeDelta == 0.0)': is not true.
...
...
...
====================================================================================================

CODE:
  Widget _buildNoConnection(BuildContext context, langState) {
    final _zoomSize =
        (ResponsiveWrapper.of(context).scaledWidth) / (ResponsiveWrapper.of(context).screenWidth);
    print("_zoomSize: $_zoomSize");
    return ResponsiveWrapper(
        maxWidth: 1200,
        minWidth: 480,
        defaultScale: true,
        breakpoints: [
          ResponsiveBreakpoint.resize(480, name: MOBILE),
          ResponsiveBreakpoint.autoScale(800, name: TABLET),
          ResponsiveBreakpoint.resize(1000, name: DESKTOP),
          ResponsiveBreakpoint.autoScale(2460, name: '4K'),
        ],
        child: DefaultTextStyle(
            style: TextStyle(color: Colors.black).apply(fontSizeFactor: _zoomSize),
            child: Scaffold(
              appBar: AppBar(
                  backgroundColor: ntmsDarkYellow,
                  title: Text(
                    langState.trans("mainTitle"),
                    style: TextStyle(fontSize: 24),
                  ),

You got to set a fontSize, the error is pretty strait-forward...

Thanks, I checked Flutter PUB examples and corrected my UI as shown in blow code.
For font size I also used:
Example-1: fontSize: ResponsiveWrapper.of(context).isMobile ? 24 : 36,
Example-2: fontSize: ResponsiveWrapper.of(context).isMobile ? 14 : 22,

CODE:
Widget _buildNoConnection(BuildContext context, langState) {
  final _zoomSize =
      (ResponsiveWrapper.of(context).scaledWidth) / (ResponsiveWrapper.of(context).screenWidth);
  return Scaffold(
    appBar: PreferredSize(
        preferredSize: Size(double.infinity, 66),
        child: AppBar(
            backgroundColor: ntmsDarkYellow,
            title: Text(
              langState.trans("mainTitle"),
              style: TextStyle(
                      fontSize: ResponsiveWrapper.of(context).isMobile ? 24 : 36,
                      fontStyle: FontStyle.normal,
                      fontWeight: FontWeight.normal,
                      color: Colors.black)
                  .apply(fontSizeFactor: _zoomSize),
            ),
            actions: <Widget>[
              IconButton(
                  icon: Icon(Icons.refresh),
                  onPressed: () {
                    _handleRefresh();
                  }),
            ])),
    body: Center(

Please don't close this post because I am testing for container, image etc. Thanks

What if i use a paragraph, how can I resize it according to the browser's size. I am building a webapp, so somewhere in the webapp , I am using a row in which first element is an image and then a text (paragraph). There's no way that the text will be adjusted in one single line, so is there any way of resizing and adjust the text according to the browser'size ?

There is an autosizedtext package, you might want to look at.


Flexgrid - responsive flexbox grid

Other than the example documentation, no existing files were altered, but 2 new files were added:
pico.classless.slim.flexgrid.scss and _flexgrid.scss
This needs to be tested for a while before being merged.
The flexgrid is responsive and items do stack vertically as the page width is reduced, beyond that I have done very little testing.
Here is a short example to test it yourself:

First Column

This is a test of the Grid system, lets see if we can break it or make it do weird things!

      INFO

Second Column

This needs further testing to make sure everything works as expected

      INFO

Third Column

I hope somebody finds this useful!

      INFO

With the right configuration it can still be made into a pretty small css file:

OK! I am still testing, and I made a couple mistakes while renaming classes, etc. I have everything working as it stands now.
Also I included the docs. But because of how narrow the example docs working area is, it never shows the 2 grid column side by side. (one of the common issues of a real implementation vs example I suppose)
I will make a short gif of it in action and add it here though.

There shouldn't be any 'magic' static values like 112.0rem, 2.0rem, 40.0rem
We should use the breakpoints and viewports values defined here or introduce new CSS vars.
See here.
If we build a grid-system inside Pico, we should also bring grid options according to breakpoints. Example here.
For me, "breakpoints grid options" seem more important than "offsets".
I think I would prefer a "columns-number based grid" (probably 12 columns) than a "percentage-based grid"
I would be curious to wait for what other people think of it.

I am happy to use pico without the grid class.  Any additions would
hopefully stay behind “$enable_grid”
cheers,
  - Justin Bishop http://jubishop.com
On January 8, 2022, GitHub Notifications @.***>
wrote:

There shouldn't be any 'magic' static values like 112.0rem, 2.0rem,
40.0rem
 We should use the breakpoints
https://github.com/picocss/pico/blob/master/scss/_variables.scss#L51
and viewports
https://github.com/picocss/pico/blob/master/scss/_variables.scss#L60
values defined here or introduce new CSS vars
https://github.com/picocss/pico/blob/master/scss/themes/default/_styles.scss#L53.
See here
https://github.com/picocss/pico/blob/master/scss/layout/_grid.scss#L15.
If we build a grid-system inside Pico, we should also bring grid
options according to breakpoints. Example here
https://getbootstrap.com/docs/5.1/layout/grid/#grid-options.
For me, "breakpoints grid options" seem more important than "offsets".
I think I would prefer a "columns-number based grid" (probably 12
columns) than a "percentage-based grid"
 I would be curious to wait for what other people think of it.

—
Reply to this email directly, view it on GitHub
https://github.com/picocss/pico/pull/120#issuecomment-1008241111, or
unsubscribe <https://github.com/notifications/unsubscribe-
auth/AAADG3PEHEVRCX4DISF76ZDUVEV6RANCNFSM5LKPQ52A>.
You are receiving this because you are subscribed to this thread.Message
ID: @.***>

@lucaslarroche Those seem like pretty good ideas. I simply chose the grid system in milligram because of how lightweight milligram seemed to be, picnic css is also VERY light weight so I am curious what they use.
When I bundle the bootstrap grid it just seems a lot more heavy than it needs to be.
@jubishop Absolutely, keeping a grid system as an optional feature seems like the way to go to me.
I wonder just how lightweight we could make the grid type system with breakpoints like your suggesting @lucaslarroche I see your link to bootstrap and its useful to understand the type that your talking about but it would be nice to make it lighter than bootstrap. I need to take the time to look at how picnic css handles their grids.

Any additions would hopefully, stay behind “$enable_grid”
Yes. Definitively

I just swapped out the milligram grid system for the picnicss grid system: You can read about that grid system here https://picnicss.com/documentation#grids
you can see the breakpoints defined here (by default it uses every 100px as breakpoints starting at 500 up to 2000:
$flexgrid-sizes: 500 600 700<PHONE_NUMBER> 1100 1200 1300 1400 1500 1600 1700 1800 1900 2000 !default;

I think I would prefer a "columns-number based grid" (probably 12 columns) than a "percentage-based grid" I would be curious to wait for what other people think of it.

I agree on the "columns-number based grid", but don't implement another boring 960-ish bootstrappy 12-column system.
Grid can handle any amount of columns and any scales and units.
The Magic 12 were "inherited" from the print area - and even there it's not the default for every print publication, so why should websites only have 12 columns to work with?
FWIW, I never had the need for 12 colums and always used the amount best suited for a layout. So I would certainly throw that part out :)
We recently decided to use large parts of Pico, but the default simple equal column grid threw off my colleagues and we're inclined to control the layout with CSS vars and implement our own system and layouts for the site.
I'll be using (utility) classes to control the start and span X value for columns and rows, that vary on the presence of parent container values and the variables therin. Sass will help with the math :)
Also using areas for i.e. page and component layouts; also stored in CSS vars and toggled in media queries where suitable.

@WebMechanic The currently used grid system here is based on https://picnicss.com/documentation#grids
If you take the time to read that page you will see that it allows you to define the number of columns between 1 and 12 (search the page for "Column count")

@Jieiku I have seen the Picnicss docs and it's using Flexbox as a "Grid" like many others (Bootstrap, PureCSS, Unsemantic ...) so I dismissed it.
I did not read through ALL your many commits (that also include rendered .css and .map) but was just referring to the same old idea @lucaslarroche mentioned of having any specific amount columns (e.g 12) -- and call this a Grid System.
Which it is not.
At least not for me.

@lucaslarroche  I would be curious to wait for what other people think of it.

So here is what I think -- and PLEASE let me make clear it's by no means a critique of your implementation of a flexbox based column system nor this PR. Whatever the outcome, I won't be using it anyway, because:
Having a Column System is not having a Grid System.
Grids are two dimensional and allow to manage columns and rows at the same time. Flexbox is either columns or rows and thus always one dimensional. Few systems even bother to care for the rows or height of things at all 'cos Flexbox doesn't allow to do that. Grid does.
Flexbox is great to solve one-dimensional layout problems. I even throw in Floats, if that solves a particular (design) problem. Floats, Flexbox, Grid all have their merits and drawbacks. I use and combine the ones that solve a particular layout issue.
Twitter/Bootstrap did a great job starting +10 years ago when they improved what once started with 960gs and its infamous 12/16-column systems. Then Flexbox came out and they refactored the whole thing and changed pixels to percentages.
Impressive work! Yet I never had the urge to use it any of these column shufflers in my own projects.
There's a reason for its success though, esp. among the not so proficient Screen/UX Designers and people that don't (want to) know their way around CSS' behaviour and quirks - or simply hate it. Developers love if they can predict the outcome of some code and solid 12 columns are predictable, even if modern screen sizes are anything but.
We are 5 years in, since CSS Grid launched (incl. IE11's flavour). I believe it's time to move one and actually use actual grids for a change, and that includes all the new units that honor the content, manage available space, and give us intrinsic sizing. There are no standard screen/viewport sizes and the concept of 768px or 1024px breakpoints etc. is also flawed (to me).
I frankly have no need for another smart way to get me 33.33334% wide columns and loads of complementary push/pull margin/padding classes slapped on as many filler divs to make it all work eventually.
That's brickwork not design.
I (and my teammates) also prefer lean and semantic and accessible HTML as much as possible and for many of our layout needs CSS Grid allows us to achieve this very easy while also having a much smaller (Sass) code base.
For this we use (and experiment with) Sass generated CSS vars on the (sole) container, component and page levels to set up the tracks for grid-template-columns / -rows and -areas and have others with span n and offset values for the children to position, stretch and align them(self) to their container grid -- or just adhere to it should these values not exist.
So far we don't have to fight overflow, and !important is virtually non existent.
The earliest "fix" we made to the default auto .grid in PicoCSS was to wrap the hard coded repeat() with a CSS var() to control it from "above". That already gave us lots of the flexibility to manage the amount of column tracks and layout.
We then replaced the px values with rem, em, ex and ch based on context and are about to tweak the mediaqueries and viewports to our particular needs (no standard screens, remember?)
We have Designers and Developers work together on our current project. They luckily know how to work with the cascade and inheritance and don't aim to fight against it.
It's not like devs just add some utility classes into the markup at will and hope for the best it fits.
The current old site (set up years ago by a different team) is based on Bootstrap and its design became unmaintainable and new features only added to the bloat. This is not caused by Flexbox itself but methodologies enforced by Bootstrap and some bad nesting practices.
We now also ditched IE support and that already removed all the bloat coming from polyfills and fallbacks in the generated CSS and our JS bundles.
I eventually won't care if there will be an "any-number-you-like" flexboxy column solution in PicoCSS. PicoCSS and Co. are all devDependencies to look up and copy-steal stuff from. They will NOT be part of the final build as-is and if any future update introduces something we find useful we might integrate it.
We "cherry picked" the parts the suit our needs, ignore the rest, added some bits and ideas of Open Props, and of course our own stuff.
So that's what someone with +25 years of front end experience (me) is thinking -- 'cos @lucaslarroche kindly asked for it 😇
Have a nice time.

@WebMechanic I read your entire post, and now have a better idea of what you were saying, your initial reply read as though picnicss only had 12 columns, which is why I made the reply that I did.
From your response it sounds as though the default grid can be responsive like picnic???

We have Designers and Developers work together on our current project. They luckily know how to work with the cascade and inheritance and don't aim to fight against it.

My main issue with the currently included grid is lets say I have 3 columns of data. on a narrow phone display it scrunches those 3 columns to the point of being ridiculous. when the page becomes that narrow I would prefer the content of those 3 columns to stack vertically more and more so as the page becomes more narrow.
This is the MAIN reason I worked to add a different type of grid system pico, there are other useful feature I see in the picnicss examples as well, but this is the main thing I was after.
If it is possible to have this type of behavior with the built in grid then I would love an example showing how to do it so that I can try it out.
Thanks again.

@Jieiku you are right and I'm sorry to tell you: the way it's currently set up the built-in .grid does not provide that sort of flexibility you seek. But you can use inheritance and the cascade to fix this.
Since it's only an "implicit" grid using that single 1fr and repeat(), it lacks the flexibility an accuracy one gets when using explicit column track layouts or named grid areas.
We made several customisations early on such as changing
grid-template-columns: 1fr;
to
grid-template-columns: var(--column-layout);
That property is defined in our "base.scss" with several others
:where(html) {
  --column-layout: 1fr;
  --row-layout: auto;
  --grid-spacing-block: 1rem;
  --grid-spacing-inline: 1rem;
  // mo stuff
}

We also added properties to control grid-auto-flow and row tracks with subsequent .grid declarations in our own files.
I also combined
grid-column-gap: var(--grid-spacing-inline);
grid-row-gap: var(--grid-spacing-block);

to
gap: var(--grid-spacing-block) var(--grid-spacing-inline);

Note that by simple "unsetting" --grid-spacing-inline: ; with an empty value, we also get --grid-spacing-block to set both gap values.
Now in every container that uses .grid we either add another "column layout class" (container/component level) or at a higher level up the tree simply change --column-layout to whatever we need for the page and the cascade works for us.
We then added a companion class to give us grid areas and that's what I'd probably use to tackle the "narrow column" issue you're facing.
Wrap them in any @media query with a size of your liking that suits your site layout and not some limited set of screen sizes and you get the proper column layout.
We also replaced any occurrence of -vertical and -horizontal with -block and -inline respectively to be in line with the many other logical properties of modern CSS -- but mainly because some of us are having a hard time remembering what "horizontal" and "vertical" represent 😁
It's less cognitive load and only affects one of Pico's files.
The number of edits and tweaks to the original files aren't that many, but essential for us (and we use copies anyways). We do not intend to auto-update to every future release, but make further edits as we see fit.
It was not exactly this simple grid class we were after when we decided to use PicoCSS. However, because the fix was so simple and .grid in itself is unobtrusive it still was a selling point.
I understand that any PR must adhere to the given breakpoint and viewport sizes. You need to be creative to deal with that limitation. Although we kept the basic idea, we use different values to suit our designs which allows us to be more creative and experimental in how we deal with the actual screen sizes.
Hope this helps!
Have fun.

Thank you for explaining that, I appreciate it, I had really hoped the built in .grid class could do it.
I plan to update pico as new versions come out periodically. So I don't like the idea of modifying the current grid class unless its a useful change for everyone that I can submit as a pull request.
Unless somebody finds a way to modify the included .grid class to stack items vertically as the page becomes more narrow I will probably just stick with the flexgrid for now. It is working predictably for my site on all devices so far.

Unless somebody finds a way to modify the included .grid class to stack items vertically as the page becomes more narrow I will probably just stick with the flexgrid for now.

as I said: you can use inheritance and the cascade to fix this.
There is no need to patch the distribution to make any of this happen, we just decided to do so 'cos PicoCSS serves us as a very good starting point and we mix it with some parts of Open Props. However, it's not our long term solution.
If you haven't already, create a bundle file similar to the pico.slim.scss sample and after including the default grid file override the .grid class to change grid-template-columns: 1fr; as I explained earlier.
An slightly extended version:
/* in your override file */
.grid {
  grid-template-columns: var(--column-layout,
            repeat(auto-fit, minmax(min(0, 100%), 1fr));
        );
}

You can also introduce another variable to toggle auto-fit (fixed sizes) and auto-fill (variable sizes) for different layouts or go bananas.
There's no difference in adding a bunch of classes to the HTML to activate a different flex width or changing a CSS property value that updates an existing reference. You'll eventually need much less code and math with the latter, imho.
Then only change the CSS variable with supplemental classes using any combination of breakpoints and utility classes as you would with the flex values. Remember that --column-layout itself can contain other var()s so you can combine column settings - hard to do that with flexbox alone.
At the end it's all mangled together in that single variable to set your column layout.
You can do the same with rows by ading another var in this fully legit override:
grid-template-rows: var(--row-layout);
Just because the default grid doesn't use a CSS variable yet (unlike all the input elements), doesn't mean you can introduce one for your build.
It sure is a very different approach and you might play more with CSS Grid to get as comfi with it as you seem to be with Flexbox. I recommend anything from Rachel Andrews (MDN author, CSSWG member) or Kevin Powell's YT channel.
Enjoy.


Adjust requirements

Hi @xwinxu, thanks for sharing the code. I'm planning to take an in-depth look at some of the examples :)
This PR simply adjusts the requirements to ensure pip install -r requirements.txt commands work. You might still want to freeze torch to ==1.6.0 rather than >=1.6.0 (and similarly for some of the other dependencies), depending on whether you prefer absolute control on reproducibility or an easier installation for users with preexisting environments.

LGTM, thanks for your interest and for the PR :)


GEODE-9859: Do not copy entry if it is a destroyed entry

For all changes:

[ ] Is there a JIRA ticket associated with this PR? Is it referenced in the commit message?

[ ] Has your PR been rebased against the latest commit within the target branch (typically develop)?

[ ] Is your initial contribution a single, squashed commit?

[ ] Does gradlew build run cleanly?

[ ] Have you written or updated unit tests to verify your changes?

[ ] If adding new dependencies to the code, are these dependencies licensed in a way that is compatible for inclusion under ASF 2.0?

A small unit test along with this PR may be needed.

@nabarunnag Could you please review the PR?

A small unit test along with this PR may be needed.

@nabarunnag Are you ok with the unit test added? Any other thing to change?

@albertogpz Any plans of merging this PR. Also there is a new ticket created in the same area GEODE-9984 can you please look into that (and take ticket ownership)

@albertogpz Any plans of merging this PR. Also there is a new ticket created in the same area GEODE-9984 can you please look into that (and take ticket ownership)

@agingade I would like to merge but I still need the approval from @nabarunnag


Beginning of the comment is not displayed on busy.org

Expected behavior
Whole comment should be displayed :)
Actual behavior
Something is missing:

How to reproduce
Go to: https://busy.org/steem/@tamim/price-of-steem

Browser: Chrome, Version 54.0.2840.59 (64-bit)
Operating system: Ubuntu 14.04 64

Thank you for reporting the issue, it's been fixed.


pkg-config is required on linux

IB-7275
Signed-off-by: Raul Metsma<EMAIL_ADDRESS>

Thanks! Can you please fix the broken build on Windows as well?


Sound Transit Applet:  Add Option to pin favorite bus routes

@bigfootjon - love the work you did with the sound transit applet.
I'm looking to build an applet to display the departure schedule for my favorite bus routes, and thought i'd see if that's something you'd be willing to accept bundled into your applet?  Otherwise, i'll likely fork the work that you did here into a new applet.
Let me know!

Sorry for the slow reply, holidays and so forth.
Based on your location tag on your profile I'm betting you mean buses for the Seattle region, if so yeah that's doable.
I don't really have the time to update the code but I'm more in favor of expanding the existing applet rather than forking, if you're interested. I'm happy to do code-review but the changes should be relatively simple:

Update the route type processing code to allow bus routes (and change the light_rail_routes function name and probably clean it up a bit if you want)
Update the agency lookup code to add other operators (e.g. Metro). List can be found here
Please fix this line to be an arrowUp if you get a chance (lol)

NB: The "TEST" OBA API key should be good enough to test within the Seattle region, though I've noticed it occasionally has trouble if the origin IP is "outside" the Seattle area (I have no idea how this is figured out, but I ran into this a while ago when I was in Texas. I needed to VPN back into Seattle to work on the applet)


Feature Request - Additional parameters to signout

I have an app that logs off the user after a period of inactivity. We would like to notify our IdP (IdentityServer4) that the requested signout is due to inactivity by passing an additional parameter to the endsession endpoint when we use signOutSilent on the UserManager.
I've looked into the spec and cannot find anywhere it prohibits additional parameters to the endsession endpoint.

Do you want an user to really trigger SLO? What if the user has 2 tabs and it's one tab that's inactive, it triggers SLO, and then the active tag is signed out as a result?

We would not like that behavior. Ideally any successful challenge on the IdP would refresh the expiration of any issued tokens. (like sliding cookie auth) We are finishing our migration from a MVC app to a SPA and migrating from cookie based auth to Bearer. I didn't consider that the JWT wouldn't be refreshed like traditional sliding expiration on cookie auth. Could this be accomplished with reference tokens in place of jwt? Instead of issuing a signout should we issue a challenge to get a fresh token given the IdP is doing sliding expiration on its auth cookie?

Could this be accomplished with reference tokens in place of jwt

In theory, but nothing like this is built-in.


Cannot work out image format

Using seek_viewer with the --output argument, this uses OpenCV VideoWriter (and hence gstreamer) to output the frames through a provided gstreamer pipeline.    However for seek_viewer I cannot get it to work - I just get a green box with the odd flapping pixel.  I've tried explicitly converting the output frame to RGB but no luck.
Any ideas?  This would be a significant improvement as it allows realtime video over wifi such as would be used in search and rescue etc.

Any news here? Im interested in stream the image in realtime via wifi to a smartphone near by.

I would be interested too

Same

Does the v4l2 functionality solve for your usecase?

v4l2 solves this. You can stream to v4l2 and then stream from that to wherever via OBS or VLC or whatever else. I could write up a markdown walkthrough if needed! :)

Would be great to have v4l2 support documented in the readme.

Documented, hope that helps.

Thankyou :)


Add deprecated information to TypeScript types

Description

This pull request addresses the issue described here: #2973

In this pull request, I have updated TS types for project to make it visible when writing code, that deprecated methods are deprecated.
VSCode will mark these methods like that:

For features/enhancements:

[ ] I have added/updated the relevant references in the documentation files.

For API changes:

[x] I have made the necessary changes in the types index file.

Beautiful. @noomorph need your approval. Any other methods we should mark this way?


📦 Release

This PR was opened by the Changesets release GitHub action. When you're ready to do a release, you can merge this and the packages will be published to npm automatically. If you're not ready to do a release yet, that's fine, whenever you add more changesets to main, this PR will be updated.
Releases
<EMAIL_ADDRESS>Minor Changes

form: add form class prop to style inner form element ( #1491)

Patch Changes

form: add missing basic styles ( #1491)

form: scrollToFirstInvalidField waits for browser to be ready to fix angular render issue ( #1491)

<EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS>

:rocket: Welcome to Baloise ChatOps based GitOps Bot :tada:
- If you want to enable preview environments for this PullRequest, comment with `/preview`.
- If you want to disable the preview environment for this PR, comment with `/undeploy`.
- If you need help or want to see the docs, comment with `/help`.

Make sure to refresh this page after submitting a command.
Preview environments can be redeployed automatically if you enable the webhook for updates to the source branch. :new:

Have fun building awesome apps! :hammer:  :whale2:  :truck:  :ship:


fixed typos

Describe your changes
Fixed typos
Screenshots - If Any (Optional)
Issue ticket number and link
Checklist before requesting a review

[ ] My code follows the style guidelines of this project
[ ] I have commented my code, particularly in hard-to-understand areas
[ ] I have performed a self-review of my code
[ ] If it is a core feature, I have added thorough tests.
[ ] New and existing unit tests pass locally with my changes

Please open the PR against the dev branch (Unless the PR contains only documentation changes)

Hey!
This is my first pull request!
Please let me know if I did anything wrong with the process of PR...

@dwertent please review this PR


[OpenAI] Added support for 2024-05-01-preview

Added support for service API version 2024-05-01-preview.

[AOAI] Added new class OnYourDataContextProperty to represent the context property in the On Your Data deployment.

[AOAI] Added new class OnYourDataVectorSearchAuthenticationType, OnYourDataVectorSearchAuthenticationOptions, OnYourDataVectorSearchApiKeyAuthenticationOptions, OnYourDataVectorSearchAccessTokenAuthenticationOptions for the vector search authentication options.

[AOAI] Added new class AzureChatExtensionRetrievedDocument and AzureChatExtensionRetrieveDocumentFilterReason to represent the retrieved document and filter reason in the chat extension.

[AOAI] Added a new property all_retrieved_documents in AzureChatExtensionsMessageContext class to represent all the retrieved documents in the chat extension.

[AOAI] Added new properties max_search_queries, allow_partial_result, and include_contexts in
AzureCosmosDBChatExtensionParameters, AzureMachineLearningIndexChatExtensionParameters,
AzureSearchChatExtensionParameters, ElasticsearchChatExtensionParameters, PineconeChatExtensionParameters class
to support additional search queries.

Embeddings

[AOAI] Added a new property dimensions in OnYourDataDeploymentNameVectorizationSource class to represent the dimensions of the vectorization source.

Image

[AOAI] Added a new property custom_blocklists in ImageGenerationPromptFilterResults class to represent the prompt filter results.

API change check
APIView has identified API level changes in this PR and created following API reviews.
com.azure:azure-ai-openai


add proxy settings doc

docs update for https://github.com/kubernetes/kubernetes/pull/22414

Commit 3baabfbd9ebfc288fe67f506ae6b678a2e2a5ce3 was merged by different PR #63, I will need close this one and address comments in different PR.

@johndmulhausen can you help me to take a look on this PR, I see two commits and I wanted to drop


Bump injectable for faster unit tests

Expect tests to take about half from before
Co-authored-by: Mikko Aspiala<EMAIL_ADDRESS>Signed-off-by: Janne Savolainen<EMAIL_ADDRESS>

The tests still seem to have failed with the "JS Heap Allocation Failed" error unfortunately.

The tests still seem to have failed with the "JS Heap Allocation Failed" error unfortunately.

Hmm. Checking.

Merged this since the memory-leak isn't related to this.
Check https://github.com/facebook/jest/issues/11956 for more details about memory leak. Let's create separate PR for addressing that


Cluster-autoscaler: delete empty nodes in bulk

Regular nodes are deleted one by one. However, if a nodes are completely empty (only daemonsets or manifest-run pods) then they can easily be deleted in bulk. With this PR in scale down we will first try to delete empty nodes in bulk and if that fails, we will proceed with regular node deletion.
cc: @fgrzadkowski @piosz @jszczepkowski

This change is

LGTM. Please take a look at the last comment that's unresolved and add lgtm label when you consider it (either by changing error or by answering why not :) )

Added comment. Applying LGTM.


Import publications from Academics Analytics API

Using DOI unique identifier to avoid duplicates with data obtained from ORCID.

Sorry I missed some of the demo earlier today - once thing I noticed was having an "Import/Add All" would be useful/helpful. I didn't get to hear what the outcome was on the discussion of the proposed alternative workflow (just adding then taking to editor vs adding to editor and not saving), but will be around next week if you all want to show me what you came up with.
cc: @wunc


Create Lokesh.md

Notes for Reviewers
This PR fixes #
Signed commits

[ ] Yes, I signed my commits.

Thank you @lokesh-katari 😄


fix: correctly resolve hmr dep ids and fallback to url

Description
fixes #12912
fixes #16375
this is the most basic to get it working. There are more issues regarding this, like having multiple modules in the module graph. one for 0virtual:file and another for /@id/__00__/virtual:file

Thank you for the PR!
I don't have much context for the linked issue and PRs, but my understandings are:

import.meta.hot.accept currently expects the deps argument to be a URL.
for a module with an id starting with \0, the url property of the module node for that module starts with \0
writing import.meta.hot.accept(urlForTheVirtualModule) doesn't work, because urlForTheVirtualModule starts with \0 instead of /  and thus toAbsolutePath appends some string

I think there are two ways to fix the issue.
The first is to make import.meta.hot.accept to expect the deps argument to be an ID instead of a URL. I think this is more intuitive. But given that we have been expecting URLs, it's a breaking change. Maybe simply falling back to treating as a URL when resolving as an id fails would be fine.
The second is to make the url property of the module node to always start with /. Since it's a "URL", I expect it to always be a (non-relative) path part of the URL, and thus start with /. This fix would probably be more simple than the first one.
IIUC this PR makes import.meta.hot.accept to expect the deps arugument to be a URL for relative specifiers and to be an id for non-relative specifiers. I think that is confusing and better to expect only URLs or only ids.

hi, alright, I think it should accept Ids, since the imports can be transformed based on imported and specifier. i think meta.hot.accept should do the same

@sapphi-red this is now passing and still used urls, but tries first to resolve the module via resolveId, then uses the module.url.

@sapphi-red does this look okay now?

/ecosystem-ci run

I looked at vitest failure. vitest is currently failing on main

@patricklx Would you also describe where you needed to use import.meta.hot.accept(virtualDeps)?

@patricklx Would you also describe where you needed to use import.meta.hot.accept(virtualDeps)?

I have a vite plugin that generates virtual files which can also change depending on other files on the filesystem.
currently it's impossible to hot accept them.

@patricklx Would you also describe where you needed to use import.meta.hot.accept(virtualDeps)?

I have a vite plugin that generates virtual files which can also change depending on other files on the filesystem. currently it's impossible to hot accept them.

Is self-accepting on the virtual module side (i.e. call import.meta.accept(cb) in the virtual module) not an option?

no, the o

@patricklx Would you also describe where you needed to use import.meta.hot.accept(virtualDeps)?

I have a vite plugin that generates virtual files which can also change depending on other files on the filesystem. currently it's impossible to hot accept them.

Is self-accepting on the virtual module side (i.e. call import.meta.accept(cb) in the virtual module) not an option?

no, the files having the virtual file dependency need to update their values that come from the virtual file

/ecosystem-ci run

Hmm, it seems rakkas and vitepress is passing a URL. cc @patak-dev

vue is also failing in their hmr tests

plugin-vue's fail is a flaky fail, so that one is fine (https://github.com/vitejs/vite-plugin-vue/issues/485).

Hmm, it seems rakkas and vitepress is passing a URL

Maybe we could add back the URL fallback in the next minor if we're clear that this is just for backward compat and we'll move to a warning on Vite v7.

So, should i add back the fallback then?

Yeah. Would you add back the fallback with a comment that this is just for backward compat and will remove it in Vite 7?

Yeah. Would you add back the fallback with a comment that this is just for backward compat and will remove it in Vite 7?

I added the change

/ecosystem-ci run

/ecosystem-ci run


[Storybook bug] Migrate to the nx 11.6.0

I tried to update the nx to v11.6 but while I was running the migration
nx migrate --run-migrations
I got an error on the storybook step

terminal output
>  NX  Running migrations from 'migrations.json'
Running migration add-js-include-11.6.0
Successfully finished add-js-include-11.6.0
Running migration update-11-5-3
app: no storybook configured. skipping migration...
app-e2e: no storybook configured. skipping migration...
nextjs: no storybook configured. skipping migration...
nextjs-e2e: no storybook configured. skipping migration...
shared-components-e2e: no storybook configured. skipping migration...
Cannot read property 'storybook' of undefined
/${path on my machine}/nx-nextjs/node_modules/yargs/build/lib/yargs.js:1132
throw err;
^
Error: Command failed: /var/folders/sp/xhc5vgjs2v79b14fsrhss4zw0000gq/T/tmp-82734mxX2kYdzjRwV/node_modules/.bin/tao migrate --run-migrations
at checkExecSyncError (child_process.js:630:11)
at Object.execSync (child_process.js:666:15)
at Object.handler (/${path on my machine}/nx-nextjs/node_modules/@nrwl/workspace/src/command-line/nx-commands.js:80:25)
at Object.runCommand (/${path on my machine}/nx-nextjs/node_modules/yargs/build/lib/command.js:196:48)
at Object.parseArgs [as _parseArgs] (/${path on my machine}/nx-nextjs/node_modules/yargs/build/lib/yargs.js:1043:55)
at Object.get [as argv] (/${path on my machine}/nx-nextjs/node_modules/yargs/build/lib/yargs.js:986:25)
at Object.initLocal (/${path on my machine}/nx-nextjs/node_modules/@nrwl/cli/lib/init-local.js:23:13)
at Object. (/${path on my machine}/nx-nextjs/node_modules/@nrwl/cli/bin/nx.js:42:18)
at Module._compile (internal/modules/cjs/loader.js:1158:30)
at Object.Module._extensions..js (internal/modules/cjs/loader.js:1178:10) {
status: 1,
signal: null,
output: [ null, null, null ],
pid: 82741,
stdout: null,
stderr: null
}

for now, is wait for another newer version to be able to move forward

solved migrating to nx v12.0.0


Wrong top level domain detection based on the public suffix list

Issue summary
As you can see here the eu.org belongs to the private domain section, so parsing a domain like example.eu.org should return org as the top-level domain, not the eu.org  (I've mistaken these two concepts as well and opened a similar issue for a php package.)

Information
Description

Module version
7.0.1

Node version
16.17.0

OS Platform
Linux 5.19.0-76051900-generic

Standalone code, or another way to reproduce the problem
import { parseDomain, ParseResultType } from "parse-domain";

const parseResult = parseDomain(
  // This should be a string with basic latin letters only.
  // More information below.
  "example.eu.org"
);

// Check if the domain is listed in the public suffix list
if (parseResult.type === ParseResultType.Listed) {
  const { subDomains, domain, topLevelDomains } = parseResult;

  console.log(subDomains); // []
  console.log(domain); // "example"
  console.log(topLevelDomains); // ["eu", "org"]
} else {
  // Read more about other parseResult types below...
}

Expected result

org

Actual result

eu.org

Same here

We include private top-level domains by default as mentioned here. This is because browsers do this as well (when calculating the scope of a cookie for instance).
You can use the parseResult.icann property if you only care about ICANN domains:
const parseResult = parseDomain(
  "example.eu.org"
);

const { subDomains, domain, topLevelDomains } = parseResult.icann;

console.log(subDomains); // ["example"]
console.log(domain); // "eu"
console.log(topLevelDomains); // ["org"]


Detect changed repo_url

Using svn, when I change the repo_url, the clone on the server is not changed and the old version remains.
The solution is simple: when the repo_url changes, I expect the repo clone to be deleted and checked out again.

I found a plugin that solves this, but I think this should be core behavior: https://gist.github.com/bluefuton/982691

If you prepare a PR with tests for incorporating this behaviour into Capistrano, we'd be glad. Actually Git suffers the same problem sometimes, and it can be very confusing for people.

Implementing that properly is a bit out of my reach I'm afraid (I'm new to Ruby development).

Even if we're not building the feature right now, it could be useful to discuss it a little more, for future reference.
The Gist you mentioned seems to delete the entire repository checkout if it finds the repo_url has changed, so that the repo can be re-cloned. I guess that works, but I feel nervous about Capistrano doing a wholesale delete with rm -rf automatically without user confirmation.
Maybe a safer solution is for Capistrano to abort with an error message like this:
It seems that your repo_url has changed since your last deployment.
Run `cap production [scm]:reset` to delete Capistrano's cache and fetch the new repo_url.

And then an e.g. svn:reset, git:reset, etc. would delete the checkout and do a fresh clone.

I'm about to support a customer (this week) who has a similar problem for the first time, I'll see if I can come up with the bones of a sane task to use as a reference for discussing this further

Possibly consider addressing this as part of the same solution: #1482 (in this case repo_url hasn't changed, but cached credentials have gone stale).

I'm about to support a customer (this week) who has a similar problem for the first time, I'll see if I can come up with the bones of a sane task to use as a reference for discussing this further

Ran into some problems, so we nuked the repo - since we "own" repo in the :deploy_to it seems relatively harmless, but I do think we should do as you suggested, and prompt.

Although a problem with prompting is if you are running Capistrano in non-interactive settings, like CI…

since we "own" repo in the :deploy_to it seems relatively harmless

Yes, I don't think prompting is needed, no different to purging an old release.

I wonder what the correct target to compare to should be? I wonder if the output of git config remote.origin.url compared with the :repo_url variable (with interpolated usernames/passes) would suffice, or if Git has a plumbing command we're supposed to use for that.

A more generic solution for any SCM could be to compute a hash based on relevant config vars (like repo_url, branch), store it in repo directory, and use it to detect changed configuration.

That's a decent idea actually, it might mean we could cache the repo in repo_cahce/:the_hash_from_connection_params[0..10] or something, to solve the problem of whether or not to delete user data?

we could cache the repo in repo_cahce/:the_hash_from_connection_params[0..10] or something, to solve the problem of whether or not to delete user data

Brilliant! I say we give that a shot.

Good. So if I get chance (Each Tuesday) I'll take a punt at this, and we can maybe put a PR on here too.

If I understand you correctly, you want to use the hash to create subdirectories within repo and put the checkout/clone there. Wouldn't this make it a bit less transparent to the user ("which repo subdirectory is capistrano currently using?", and maybe harder for backward compatiblity? (for example, plugins depending on a fixed repo directory).
Just using the hash to purge the repo directory when changed, should also be enough, and easier to implement. :)

Wouldn't this make it a bit less transparent to the user ("which repo subdirectory is capistrano currently using?", and maybe harder for backward compatiblity?

True.

Just using the hash to purge the repo directory when changed, should also be enough, and easier to implement.

Yes, I think you are probably right.

I would like to add, that sometimes you have change the repo url, but it is just another clone of the same repo (like you point to a fork instead of main repo on github). In this case it would be nice to add the new repository as a remote to an existing repository instead of rm -rf && git clone, because it would be notably speed up deployment of large applications.

We've recently migrated our repository, changed the :repo_url option and got bitten by this problem. This issue is old and there doesn't seem to be any progress. Shouldn't it be at least documented? Is this file the right place for a warning?

@Mingan: It would probably be a good idea to at least have a note for the time being in the file you referenced, probably in the :repo_url section. Would you be willing to put together a PR for this?
Thanks!

FYI, this issue has been fixed for git (but not other SCMs) in Capistrano 3.7.2. See #1826.

It seems this issue is now also fixed for svn? https://github.com/capistrano/capistrano/commit/8cbe893ec92e9d757686a818d98d94303f454da0

@marcovtwout-tremani Yes, it should be fixed for svn in capistrano 3.8.0. I'll close the issue.


Throw error for unsupported file types

Fix for #3

@MLnick I updated the message

Happy to merge but maybe @ptitzler wants to take a quick look

The input validation is handled by the request parser: https://github.com/IBM/MAX-Image-Caption-Generator/blob/master/api/model.py#L38.
Since it is a required param the following is returned:
400
{"errors": {"image": "Missing required parameter in an uploaded file"}, "message": "Input payload validation failed"}

Though I must say that Flask-restplus built in error could perhaps be improved! ;)

I'll take a look at updating that error.

it’s built into flask-restplus itself - but we could open a PR there if we
feel strongly
On Fri, 3 Aug 2018 at 21:09, Daniel Jalova<EMAIL_ADDRESS>wrote:

I'll take a look at updating that error.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/IBM/MAX-Image-Caption-Generator/pull/9#issuecomment-410348736,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AA_SB1qQIp7NUD9HCYGnYvHuqVVBFXZLks5uNJ_VgaJpZM4VkrZ9
.

Meh, not feeling strongly enough about it because we don't own that code. As long as we return the proper status code whenever any kind of invalid input is provided  I think you can go ahead and merge.

@ajbozarth hmm, yeah I guess we've always been using cURL to test (at least I have) and so mimetype was set. But often it may not be.
I wonder if perhaps the mimetype fix should also be rolled into the API here (i.e. if mimetype is not set, attempt to get it from the file and fail only if that also doesn't work).
@djalova @ptitzler ?

Wouldn't hurt for sure to do that!

I opened issue #13 to address mime type in the model, we can either address it or choose not to and close as "will not fix"


fix:gorm log is not compatible beforeh

refactor:extract log into a independent folder

Add log simply invoking method


VS Code constantly unresponsive with no extensions. Have to restart every time.

I'm using Visual Studio Code for school and it's really getting frustrating to use on my school laptop... I can't use this program longer than 10mins at most before it goes completely unresponsive. This happens randomly. It also happens while closing a terminal, & while saving occasionally. This really throws off my flow & makes keeping up with the lectures hard every-time I must restart VSC.
**********************************************************************
** Visual Studio 2019 Developer Command Prompt v16.4.5
** Copyright (c) 2019 Microsoft Corporation
**********************************************************************

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community>code

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community>code --status

Version:          Code 1.42.1 (c47d83b293181d9be64f27ff093689e8e7aed054, 2020-02-11T14:45:59.656Z)
OS Version:       Windows_NT x64 10.0.18363
CPUs:             AMD Ryzen 3 2200U with Radeon Vega Mobile Gfx   (4 x 2495)
Memory (System):  5.90GB (2.92GB free)
VM:               0%
Screen Reader:    no
Process Argv:
GPU Status:       2d_canvas:                     enabled
                  flash_3d:                      enabled
                  flash_stage3d:                 enabled
                  flash_stage3d_baseline:        enabled
                  gpu_compositing:               enabled
                  metal:                         disabled_off
                  multiple_raster_threads:       enabled_on
                  oop_rasterization:             disabled_off
                  protected_video_decode:        unavailable_off
                  rasterization:                 enabled
                  skia_renderer:                 disabled_off
                  surface_control:               disabled_off
                  surface_synchronization:       enabled_on
                  video_decode:                  enabled
                  viz_display_compositor:        enabled_on
                  viz_hit_test_surface_layer:    disabled_off
                  webgl:                         enabled
                  webgl2:                        enabled

CPU %   Mem MB     PID  Process
    0       92     864  code main
    0      176    2212     window (Mathematical.cpp - Visual Studio Code)
    0       55    5412       extensionHost
    0        6    8276       console-window-host (Windows internal process)
    0       14    7044     electron-crash-reporter
    0       66    8260     shared-process
    0      149    8444     gpu-process

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community>

Things I've tried are.
-Delete folder and reinstall
-Control Panel uninstall and reinstall
-code --disable-gpu
-Configure runtime arguments, set GPU to disabled.
-Uninstalling the MS C/C++ extension (the only extension I'm using).
-Having only one file open at a time.
-Installing Code in a place other than the C: drive & moving my project to said place.
What else can I try? Should I/can I try an earlier version.

Instead of trying an earlier version I suggest you try Insiders, which is a preview of the next version.
https://code.visualstudio.com/insiders/

Thanks for the advice but I have a silly question about Insiders... My course has me launching VS Code from the VS 2019 Developer Command Prompt for an unexplained reason (possibly you know?). Insiders appears to use a different launch command (as opposed to 'code') and I can't find it. Is there a method or should I just use a normal desktop shortcut?

@Peavii Developer Command Prompt sets PATH variable for some build tools (ex: msbuild.exe), so you can execute msbuild.exe in correct path.
maybe your instructor wants to eliminate uncertainty of your machine settings.

So, while it seemed to help a lot (in fact, I rewrote an entire basic cmd prompt game without a crash), Insiders just gave me the typical "The window is no longer responding" message either after closing the terminal or by coincidence while testing my little game.
Also, weird little thing, my ASCII art that worked in the normal VS Code cmd terminal is too long in the Insiders cmd terminal & displays incorrectly due to the lines being too long.
(This displays incorrect on some website (forewarning if this is messy))
std::cout << R"(
         ___      ___       __  ___________  __    __    _______  ___      ___       __  ___________  __     ______        __      ___
        |"  \    /"  |     /""\("     _   ")/" |  | "\  /"     "||"  \    /"  |     /""\("     _   ")|" \   /" _  "\      /""\    |"  |
         \   \  //   |    /    \)__/  \\__/(:  (__)  :)(: ______) \   \  //   |    /    \)__/  \\__/ ||  | (: ( \___)    /    \   ||  |
         /\\  \/.    |   /' /\  \  \\_ /    \/      \/  \/    |   /\\  \/.    |   /' /\  \  \\_ /    |:  |  \/ \        /' /\  \  |:  |
        |: \.        |  //  __'  \ |.  |    //  __  \\  // ___)_ |: \.        |  //  __'  \ |.  |    |.  |  //  \ _    //  __'  \  \  |___
        |.  \    /:  | /   /  \\  \\:  |   (:  (  )  :)(:      "||.  \    /:  | /   /  \\  \\:  |    /\  |\(:   _) \  /   /  \\  \( \_|:  \
        |___|\__/|___|(___/    \___)\__|    \__|  |__/  \_______)|___|\__/|___|(___/    \___)\__|   (__\_|_)\_______)(___/    \___)\_______)
    )";

So I found that if I put cls into the cmd terminal and then close it, Insiders freezes 100% of the time for me. No random freezes or while saving though! :)

/duplicate of #76548


MINOR: Bump version to <IP_ADDRESS>-SNAPSHOT

Since we created the 0.9.0 branch a while back.

Thanks for the patch. LGTM


languages/kotlin: init

Kotlin Support
Enables Kotlin LSP/TS support
Type of change

New feature (non-breaking change which adds functionality)

Notes
Startup time is slower than normal, but it seems to be known. I added the init option to speed it up, and picked what I think is a sensible default. This doesn't impact functionality in any way other than startup time.
Checklist
Please try to check at least a majority of the checklist before opening your pull request. Exceptions to this will be reviewed on a case by case basis.

[X] My code follows the style and contributing guidelines of this project.
[X] I ran Alejandra to format my code (nix fmt).
[X] I have performed a self-review of my own code and tested it.
[X] I have commented my code, particularly in hard-to-understand areas.
[X] My changes generate no new warnings.
[ ] This change requires a documentation update.
[ ] I have updated the documentation accordingly.

Screenshots & Logs

The diff in the flake.lock is entirely the alejandra formatter changing indentation


not working/initialize

the plugin not initializing automatically(LSP,Closing Tags,Outline window) then I run

:FlutterDevTools

I receve this error

flutter-tools.nvim/lua/flutter-tools/dev_tools.lua:12: bad argument #1 to 'ipairs' (table expected, got number)

same result on both linux and windows
linux neovim version:

0.5.0-dev+1101

windows neovim version:

0.5.0-dev+1099

plugin manager:

paq-nvim

my config(init.lua):

https://github.com/tredeneo/configs/blob/main/init.lua

I am reinstall devtools and works, but LSP not yet

@tredeneo I'm away from my computer right now (on mobile). How have you got flutter set up. It's it in your PATH how did you install it? If you use falls dartls from nvim config on it's own does that work?

with dartls also not works
directory flutter on windows(where)

C:\flutter\bin\flutter
C:\flutter\bin\flutter.bat

directory flutter on linux(whereis)

flutter: /snap/bin/flutter.openurl
/snap/bin/flutter.dart
/snap/bin/flutter

after create issue, I have installed dart-sdk(also not works)
directory dart on linux(whereis)

dart: /usr/bin/dart
/usr/lib/dart
/usr/lib/dart/bin/dart
/snap/bin/dart

directory dart on windows(where)

C:\flutter\bin\dart
C:\flutter\bin\dart.bat
C:\tools\dart-sdk\bin\dart.exe

linux PATH

/usr/lib/dart/bin/
/home/tredeneo/.local/bin/
/home/tredeneo/.cargo/bin/
/snap/bin/
/usr/local/sbin
/usr/local/bin
/usr/local/games
/usr/sbin
/usr/bin
/usr/games
/sbin
/bin

windows PATH

C:\Program Files\PowerShell\7;C:\Python39\Scripts;C:\Python39;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0;C:\Windows\System32\OpenSSH;C:\flutter\bin;C:\Program Files\PowerShell\7;C:\ProgramData\chocolatey\bin;C:\Program Files\Git\cmd;C:\Users\daniel\AppData\Local\Microsoft\WindowsApps;C:\Users\daniel\AppData\Local\Programs\Microsoft VS Code\bin;C:\tools\neovim\Neovim\bin;C:\tools\dart-sdk\bin;C:\Users\daniel\AppData\Roaming\Pub\Cache\bin

@tredeneo the issue on linux is with how snap install packages, there's some magic complexity in there with symlinks so it doesn't work the same with cli tools such as neovim using jobstart('flutter <cmd>') which is what this plugin does. The solution would be to overwrite the path the lsp. In the case of snap that would be
echo $HOME/snap/flutter/common/flutter/bin/flutter but you need the binary for the lsp server. which would be in that folder area somwhere. You would need to override the cmd for the language server.
regarding windows tbh I don't use windows and can't test windows so I can't explicitly support it, but if people are willing to add functionality for it and test that it works I'd be happy to merge them

@tredeneo did you manage to get it working? I'm hoping to add instructions for things like snap to the readme

I add $HOME/snap/flutter/common/flutter/bin/flutter to path, and remove flutter link from /snap/bin/ (or rename for renome "any name")
on windows, not worked I think because flutter was on root directory('C:\'), 'User\Documents\flutter' works

I made it work in windows by changing this part in lua/flutter-tools/executable.lua to
local M = {
  dart_bin_name = "dart.bat",
}

Virtual Texts, Diagnostics, Completions and outlines, all work!

@luiq54 is the dart.bat bit necessary for all Windows users or just your setup? I haven't had other Windows users complain as far as I know, so I don't really know if I can safely change that for all Windows users or if it will break a lot of other people's setups

The bin folder  in flutter sdk has these files

dart and flutter are bash scripts while other two are windows batch files. It think it is necessary to use dart.bat in windows.


Updated codeclimate engines

By disabling a single engine, we seem to have turned off all checks!
This enables the default engines, but still disables the fixme check.

:+1:


Code release date

Hi! Thanks for your excellent work!
Do you have a plan for when to release your code?

Thanks for your interest. Since the original codes are messy, it will cost some effort. We will release the codes as soon as possible, and the inference part will be released first.

Congratulations on the acceptance to ECCV 2022! Looking forward to your code!

Thanks for your interest. Since the original codes are messy, it will cost some effort. We will release the codes as soon as possible, and the inference part will be released first.

When you release the inference part, could you support the interface for custom real captured data?

Thank you for your nice work.
When you release the remaining  code? Do you have a specific schedule?

Thanks for your interest. Since the original codes are messy, it will cost some effort. We will release the codes as soon as possible, and the inference part will be released first.

Thank you for your nice work. When you release the remaining code? Do you have a specific schedule?

Thanks for your interest. Since the original codes are messy, it will cost some effort. We will release the codes as soon as possible, and the inference part will be released first.

I planned to release all the codes before this weekend. Unfortunately,  I was injured in a car accident two days ago so the time will be delayed a bit.

Thank you for your nice work. When you release the remaining code? Do you have a specific schedule?

Thanks for your interest. Since the original codes are messy, it will cost some effort. We will release the codes as soon as possible, and the inference part will be released first.

I planned to release all the codes before this weekend. Unfortunately, I was injured in a car accident two days ago so the time will be delayed a bit.

That's so sad that you had a car accident. Get plenty of rest and take care of yourself. Hope you get better soon.


[3526][SourceBufferSink] SourceBuffer append failed "QuotaExceededError: The quota has been exceeded."

Description
Briefly describe the issue.
When playback reaches some point of the video and stops playing then print error
Results
Expected
Please describe what you expected to see.
I want to play the video to the end
Actual
Please describe what actually happened.
Playback stuck at some point of video
Error output
If there are any errors at all, please include them here.
[3526][SourceBufferSink] SourceBuffer append failed "QuotaExceededError: The quota has been exceeded."
[3528][BufferController][audio] Quota exceeded for type: audio, Critical Buffer:<PHONE_NUMBER>000003 Debug.js:233:25
uncaught exception: Invalid Arguments
[3936][Stream] onBufferingCompleted - can't trigger STREAM_BUFFERING_COMPLETED because streamProcessor audio is not buffering completed
Steps to reproduce
Explain in detail the exact steps necessary to reproduce the issue.
Additional Information
Please include any additional information necessary here. Including the following:
versions
videojs
what version of videojs does this occur with?
7.1.0
browsers
what browser are affected?
Safari, Chrome, Firefox
OSes
what platforms (operating systems and devices) are affected?
Windows, MacOS
plugins
are any videojs plugins being used on the page? If so, please list them below.
videojs-contrib-eme

This is an error with the underlying dash.js, you'll have to file an issue against that project.

@squarebracket  It is mentioned that the issue is resolved with the https://github.com/Dash-Industry-Forum/dash.js/pull/3691
as mentioned in the  https://github.com/Dash-Industry-Forum/dash.js/issues/2934.   After building the mentioned dash.js module and using it with video-contrib.js I am getting following error.
Settings parameter streaming.fastSwitchEnabled is not supported


Fix build of stdlib benchmarks after ydoc PR

Pull Request Description
A quickfix for a broken build of std-benchmarks. A recent error is, e.g., in https://github.com/enso-org/enso/actions/runs/9294745663/job/25580483426#step:7:1343. io.helidon modules are missed on the module-path when invoking std lib benchmarks. This PR adds them via dependency on componentModulesPath.
Important Notes

Checklist
Please ensure that the following checklist has been satisfied before submitting the PR:

[x] The documentation has been updated, if necessary.
[x] Screenshots/screencasts have been attached, if there are any visual changes. For interactive or animated visual changes, a screencast is preferred.
[x] All code follows the
Scala,
Java,
TypeScript,
and
Rust
style guides. In case you are using a language not listed above, follow the Rust style guide.
[x] Unit tests have been written where possible.

Does this fix help? stdlib benchmarks run for

#10143

Failed. My branch contains your fix.

Does this fix help?

@JaroslavTulach Yes. Looking into the stdlib GitHub actions page, they are all green since the integration of my fix. Note that the failure you linked is a different failure - it fails during annotation processing.