explicitly choose whether or not to use torch.distribute

Hi!
This package is very interesting and reasonable for tensor parallelization.
I would like to request the function to explicitly choose whether or not to use torch.distribute.
Issue

We can use torch.distributed backend by distributed flag of tensor_parallel.tensor_parallel.
https://github.com/BlackSamorez/tensor_parallel/blob/0f8dcc9b358d899b6a4e1d9e65834f0258db437f/src/tensor_parallel/factory.py#L22
But Reduce&Gather operations backend is selected internally by torch.distributed.is_initialized().
https://github.com/BlackSamorez/tensor_parallel/blob/0f8dcc9b358d899b6a4e1d9e65834f0258db437f/src/tensor_parallel/config.py#L91

Modification

I modified this program to explicitly choose whether or not to use torch.distribute.

if distributed: bool is True, Reduce&Gather operations backend is torch.distribute. (In this case, the behavior does not change from the current one.)
if distributed: bool is False, Reduce&Gather operations backend does not use torch.distribute backend even though we run  torch.distribute backend (torch.distributed.is_initialized() is True).

In this case, NCCLAllReduce, NCCLAllGather or AllReduce, AllGatherare selected.

Why

For instance, we would like to use torch.distribute for Data Parallelization and also to use this package for Tensor Parallelization.

Currently, this program selects Reduce&Gather function internally, so DistributedAllReduce, DistributedAllGather are chosen.
Using DistributedAllReduce, DistributedAllGather in this case, Reduce&Gather operations are not performed correctly in the parallelized models.

I'll release a version with this patch when I finish other smaller fixes.

OK👍
Thank you very much!


Added skipped test for latex rendering

currently latex rendering uses HTML templates and outputs no latex.latex

Thanks for adding this!


Update tab text

It looks like the 2nd tab should read "SQL Managed Instance".

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

#label:"aq-pr-triaged"


Pixelated image rendering regression in 11.0.2 and 11.04

Describe the bug
The following issue is happening again: https://github.com/AvaloniaUI/Avalonia/issues/11319 so I'm opening a new issue to point out the regression.
To Reproduce
Steps to reproduce the behavior:

Add an Image with a size much smaller than the native resolution of the image
Don't add the manual fix which should have been set as the default in Avalonia according to #11319  (RenderOptions.BitmapInterpolationMode="HighQuality")
Run the program and see the image have a lot of jagged / pixelated edges

Expected behavior
According to that closed issue this should be fixed, but apparently the problem is back.
Screenshots
Here's how my example project looks without manually setting that option that shouldn't be necessary:

And here it is when I manually put in that workaround:

The difference is slight but I can't unsee it in my real Avalonia application where multiple buttons with icons on them now look bad in comparison to how they should look.
Desktop (please complete the following information):

OS: Linux
Version 11.0.2 and 11.04 both show this issue (11.0.2 is the current version used by the templates)

Additional context
This is a sample project showing the problem, I just used the new avalonia.mvvm template and did just the few changes needed to add the image file and code to display it:
AvaloniaImageTest.zip

/cc @Gillibald

I was under the impression after reading the discussion in #11319 that the default value was supposed to be fixed back to what it was in Avalonia in 0.x versions (i.e. high quality)... But reading the PR #11397 makes low quality the default option, which looks worse than in previous Avalonia versions.

That'd be a pretty good option as long as the Avalonia documentation mentions that in some sensible place. For example the Image control could have a short warning section explaining that scaling big images down a lot will not look good without an extra setting. Otherwise I doubt people would actually find that (it took me a bit of searching to find that existing issue about this) and have to resort to workarounds for the image drawing.
That'd be the second best option in my opinion after doing the right thing by default, which was what Avalonia did before version 11. Is there a big performance impact from this or what's the reason with the change to the default? I find that maybe some other performance thing like not constantly looping the X11 messages when there's nothing to receive would save a lot more CPU time in a long running application...

RenderOptions.BitmapInterpolationMode="HighQuality

@Gillibald Would be nice if I could set this via style but I get error Writable property is expected:

After internal discussion this is by design and need to be set per each root control. This is done on purpose for performance overhead. A behavior or custom attached properties should still be possible to add in your own library.
Will open an issue to reflect that in the docs.


fix guides broken github edit link

fix for issue #236

Hi @DIVYA-19 , thanks for pointing out this issue. This is certainly something we want to fix ASAP. The issue stems from the fact that we used to have a section in our documentation called Usage. This has now split into two sections called Components and Guides.
To tackle this issue, we need update the link generation to include both these two new categories. We also need to understand how this might affect older versions of the docs where there is only the Usage section.
Since you've made a start, would you be interested in tackling this issue?

@DIVYA-19 Hey I just tried out your PR and it fixes the issue! Thank you very much for you contribution


issue-14/update-custom-params-key-to-work-as-object-not-array

https://github.com/provectus/kafka-ui/issues/14

It would be great to know the context before the review. At least for further PRs

@workshur 👍 ok! will provide additional info for the next PRs


[cudnn] Build error on x64-windows

Package<EMAIL_ADDRESS>Host Environment

Host: x64-windows
Compiler: MSVC 19.39.33523.0
vcpkg-tool version: 2024-04-23-d6945642ee5c3076addd1a42c331bbf4cfc97457
vcpkg-scripts version: c591ac646 2024-04-30 (31 hours ago)

To Reproduce
vcpkg install cuda:x64-windows cudnn:x64-windows
Failure logs
-- Found CUDA V12.4.131
-- CUDNN_INCLUDE_DIR: CUDNN_INCLUDE_DIR-NOTFOUND
-- CUDNN_LIBRARY: CUDNN_LIBRARY-NOTFOUND
CMake Error at ports/cudnn/portfile.cmake:58 (message):
  Please download CUDNN from official sources (such as
  https://developer.nvidia.com/rdp/cudnn-download ) and extract the zip into
  your CUDA_TOOLKIT_ROOT (C:/Program Files/NVIDIA GPU Computing
  Toolkit/CUDA/v12.4).  (For example: tar.exe -xvf
  cudnn-11.2-windows-x64-v<IP_ADDRESS>.zip --strip 1 --directory "C:/Program
  Files/NVIDIA GPU Computing Toolkit/CUDA/v12.4"
Call Stack (most recent call first):
  scripts/ports.cmake:175 (include)

Please see external dependencies documentation https://docs.nvidia.com/deeplearning/cudnn/latest/installation/windows.html#installing-on-windows


[PR feature request] Add offsetProgress feature for animation start point at X%

I'd like to have a way to have multiple animations on a single path, but at different positions.
My use case is a road with multiple vehicules on it.
I could not find a good solution using current features such as timeline, as the loop, restart the whole thing, offset delays included. I just want for offsets to apply as "path starting point". Also I've tried other solutions, but when animejs loops, while the window is out of focus, animations wait at start point (tween.start) and start when the window is back on focus: that means that if multiple animation end one after each other, they will all wait at the same point and then restart all at the same position, one above each other.
My PR feature request allows, on the same path, to add multiple animations that run at the same time and that can loop, but are not at the same position.
Used with that kind of code:
    const animeUpParams = {
      translateX: pathUp('x'),
      translateY: pathUp('y'),
      rotate: pathUp('angle'),
      easing: 'linear',
      duration: 45000,
      loop: true,
    };
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule1',
      offsetProgress: 0,
    });
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule2',
      offsetProgress: 15,
    });
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule3',
      offsetProgress: 30,
    });
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule4',
      offsetProgress: 45,
    });
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule5',
      offsetProgress: 60,
    });
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule6',
      offsetProgress: 75,
    });
    anime({
      ...animeUpParams,
      targets: '.vehicules-up #vehicule7',
      offsetProgress: 90,
    });

Ran into a problem with this one, on the last frame the progress will be 1, and will wrap back around to 0. Every animation gets thrown back to frame 1 when it ends.


[Plugin request] Simple blog functionality

Simple blog functionality

One of the ways to display contents from other pages on one page would be (example)  <?php echo wCMS::get('pages', 'about')->content; ?> for fetching the contents of the page about.

Another way (posted by wdj) with additional display of titles, description

<?php if (wCMS::$currentPage == 'home'): ?>

            <?php foreach ( wCMS::db()->pages as $pageName => $page ): ?>

<a href="<?=$pageName?>"><?=$page->title; ?>

<?=$page->description; ?>

                <a href="<?=$pageName?>">more...

            <?php endforeach; ?>

<?php endif ?>

This blog functionality should possibly involve a pagination option, so the users can choose how many posts they want to display on a specific page.
Additional plus: a way to include only a snippet of the blog/page ("read more" link)

in a case where the user would set a limit on how many characters of the blog post/page would be shown - a "read more" link would be appear

A simple blog plugin has been implemented as a plugin with the upcoming WonderCMS 3.0.0.
Happily closing issue with a much wanted feature for a long time!


Fix TypeError during compilation on py 3.8

Apparently, in py 3.8 ast.Module has acquired a new required argument… see:
https://bugs.python.org/issue35894

@coldfix Thanks for all the nice work :)


fixed readme to reflect closed #11 issue

@rultor try to merge

@rultor try to merge

@mikita-herasiutsin OK, I'll try to merge now. You can check the progress of the merge here

@rultor try to merge

@mikita-herasiutsin Done! FYI, the full log is here (took me 3min)


[WIP][DO NOT MERGE]set of fixes for 5.10 branch

This PR is against master, but these might come in from the 5.10 branch. Keeping this for storage for now.

So there's no point in reviewing this right @eriknordmark -- we should wait for this to be split into individual proper PRs, correct?

So there's no point in reviewing this right @eriknordmark -- we should wait for this to be split into individual proper PRs, correct?

I'll verify but all of this should have come in through 5.10


To Reproduce (VERY IMPORTANT)
Steps to reproduce the behavior:
1.
2. Start game
2. Get random event or spawn caravan
3. Reload game after crash
4. Never move again cause you are hard locked
Error Log

Player Log: https://drive.google.com/file/d/16JkBVe9aSe4GyMkbJZlBu7HUs9ZTsqgU/view?usp=sharing
Hugslib: https://gist.github.com/735376cdc2712f7402e8426213b217bb
Save: https://drive.google.com/file/d/1F9FmHq7bHj5icwbY5cW6tdSTXxHqwvvO/view?usp=sharing

Mod List

[Mod list length: 375]
Harmony [https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]
BetterLoading [https://steamcommunity.com/sharedfiles/filedetails/?id=1999454301]
Core [https:// no link (local mod)]
Royalty [Official DLC] [https:// no link (local mod)]
SRTS Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1845423808]
HugsLib [https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]
4M Mehni's Misc Modifications [1.2] [https://steamcommunity.com/sharedfiles/filedetails/?id=2228765246]
99 Percent [https://steamcommunity.com/sharedfiles/filedetails/?id=1267149586]
D9 Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=2037445541]
Additional Joy Objects - Misc [https://steamcommunity.com/sharedfiles/filedetails/?id=2068703292]
Additional Joy Objects - Paintings [https://steamcommunity.com/sharedfiles/filedetails/?id=2067489184]
De-generalize Work [https://steamcommunity.com/sharedfiles/filedetails/?id=2011655761]
Additional Traits (Heroes + Gods Optional) [https://steamcommunity.com/sharedfiles/filedetails/?id=1621571024]
Allow Tool [https://steamcommunity.com/sharedfiles/filedetails/?id=761421485]
Anima Animals [https://steamcommunity.com/sharedfiles/filedetails/?id=2339084391]
Animal Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=712141500]
Animals Gender On Caravan [https://steamcommunity.com/sharedfiles/filedetails/?id=1613905041]
Antimatter Annihilation [https://steamcommunity.com/sharedfiles/filedetails/?id=2113692574]
Antimatter Annihilation - Ultra turrets and accelerator [https://steamcommunity.com/sharedfiles/filedetails/?id=2336392387]
Yayo's Combat 3 [https://steamcommunity.com/sharedfiles/filedetails/?id=2038409475]
Humanoid Alien Races 2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=839005762]
[O21] Toolbox [https://steamcommunity.com/sharedfiles/filedetails/?id=1660622094]
Arachne Race [https://steamcommunity.com/sharedfiles/filedetails/?id=1589454687]
Architect Icons [https://steamcommunity.com/sharedfiles/filedetails/?id=1195427067]
Androids [https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015]
Androids Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2179977828]
Archotech Droids [https://steamcommunity.com/sharedfiles/filedetails/?id=2218633164]
Archotech Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1442734859]
Area Unlocker [https://steamcommunity.com/sharedfiles/filedetails/?id=725153576]
Asphalt [https://steamcommunity.com/sharedfiles/filedetails/?id=2071681820]
Auto links [https://steamcommunity.com/sharedfiles/filedetails/?id=2059389912]
Auto-Cut Blight [https://steamcommunity.com/sharedfiles/filedetails/?id=1885186534]
Backstories+ [https://steamcommunity.com/sharedfiles/filedetails/?id=2289854459]
Backup Power [https://steamcommunity.com/sharedfiles/filedetails/?id=2084493662]
Religions of Rimworld 2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=1974112020]
Basic Pack for Religions of Rimworld 2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=1974118827]
Better ModMismatch Window [https://steamcommunity.com/sharedfiles/filedetails/?id=1872244972]
Better Time Format [https://steamcommunity.com/sharedfiles/filedetails/?id=2072773208]
Better Workbench Management [https://steamcommunity.com/sharedfiles/filedetails/?id=935982361]
BioReactor [https://steamcommunity.com/sharedfiles/filedetails/?id=1564657272]
Bionic icons [https://steamcommunity.com/sharedfiles/filedetails/?id=1677616980]
Blueprints [https://steamcommunity.com/sharedfiles/filedetails/?id=708455313]
Brrr and Phew (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195938471]
Bug Finder: Better ReportProbablyMissingAttributes (patched) [https://steamcommunity.com/sharedfiles/filedetails/?id=2255077587]
Build From Inventory [https://steamcommunity.com/sharedfiles/filedetails/?id=1691419062]
Bun Race [https://steamcommunity.com/sharedfiles/filedetails/?id=2108324996]
Call For Intel [https://steamcommunity.com/sharedfiles/filedetails/?id=2240610130]
JecsTools (Unofficial) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195729899]
Call of Cthulhu - Cults (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2249174783]
Camera+ [https://steamcommunity.com/sharedfiles/filedetails/?id=867467808]
Caravan Cooler [https://steamcommunity.com/sharedfiles/filedetails/?id=2029033047]
Carry Capacity Fixed [https://steamcommunity.com/sharedfiles/filedetails/?id=1906760965]
Children, school and learning [https://steamcommunity.com/sharedfiles/filedetails/?id=1541438230]
CloseAll [https://steamcommunity.com/sharedfiles/filedetails/?id=2018479759]
Colony Manager [https://steamcommunity.com/sharedfiles/filedetails/?id=715565262]
Dubs Mint Menus [https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594]
Compact Hediffs [https://steamcommunity.com/sharedfiles/filedetails/?id=2031734067]
Connor the storyteller [https://steamcommunity.com/sharedfiles/filedetails/?id=2234974886]
Cookie Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=2206086727]
Glitter Tech [https://steamcommunity.com/sharedfiles/filedetails/?id=725576127]
Craftable Glitter Tech Weapons and Apparels Continued [https://steamcommunity.com/sharedfiles/filedetails/?id=2023100680]
Crystalloid [https://steamcommunity.com/sharedfiles/filedetails/?id=1571323744]
CustomDeathRandomness [https://steamcommunity.com/sharedfiles/filedetails/?id=1464742390]
Cut plants before building [https://steamcommunity.com/sharedfiles/filedetails/?id=1539025677]
GlitterNet [https://steamcommunity.com/sharedfiles/filedetails/?id=1725544583]
CyberNet [https://steamcommunity.com/sharedfiles/filedetails/?id=1725545225]
Death Rattle Continued [1.2] [https://steamcommunity.com/sharedfiles/filedetails/?id=2206107940]
Designator Shapes [https://steamcommunity.com/sharedfiles/filedetails/?id=1235181370]
Desire Paths [https://steamcommunity.com/sharedfiles/filedetails/?id=2072410063]
Dismiss Trader (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2078518511]
Dominator [https://steamcommunity.com/sharedfiles/filedetails/?id=2185670919]
Dubs Bad Hygiene [https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]
Dubs Break Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=1722398508]
Dubs Mint Minimap [https://steamcommunity.com/sharedfiles/filedetails/?id=1662119905]
Dubs Rimkit [https://steamcommunity.com/sharedfiles/filedetails/?id=832333531]
Dynamic Diplomacy [https://steamcommunity.com/sharedfiles/filedetails/?id=1875168898]
Expanded Prosthetics and Organ Engineering - Forked [https://steamcommunity.com/sharedfiles/filedetails/?id=1949064302]
EPOE-Forked: Allow direct crafting [https://steamcommunity.com/sharedfiles/filedetails/?id=2024879910]
EPOE-Forked: Royalty DLC expansion [https://steamcommunity.com/sharedfiles/filedetails/?id=2008970276]
Everybody Gets One [https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130]
Exotic Joy [https://steamcommunity.com/sharedfiles/filedetails/?id=1743198263]
Fallout Traits (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2016437642]
Hats Display Selection [https://steamcommunity.com/sharedfiles/filedetails/?id=1542291825]
FemaleBB BodyType Support [https://steamcommunity.com/sharedfiles/filedetails/?id=1792668502]
FemaleBB BodyType for Alien Races  [https://steamcommunity.com/sharedfiles/filedetails/?id=2019280079]
FemaleBB BodyType for Human [https://steamcommunity.com/sharedfiles/filedetails/?id=1792668839]
FloraTab [https://steamcommunity.com/sharedfiles/filedetails/?id=1481240402]
Fluffy Breakdowns [https://steamcommunity.com/sharedfiles/filedetails/?id=726244033]
Food Alert (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2017538067]
Friendly Fire Tweaks [https://steamcommunity.com/sharedfiles/filedetails/?id=1582686191]
Gastronomy [https://steamcommunity.com/sharedfiles/filedetails/?id=2279786905]
Gems (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2017517600]
Vanilla Achievements Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2288125657]
Genetic Rim [https://steamcommunity.com/sharedfiles/filedetails/?id=1113137502]
Vanilla Animals Expanded — Arid Shrubland [https://steamcommunity.com/sharedfiles/filedetails/?id=1836900626]
Vanilla Animals Expanded — Australia [https://steamcommunity.com/sharedfiles/filedetails/?id=1963681588]
Vanilla Animals Expanded — Tundra [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364585]
Vanilla Animals Expanded — Tropical Rainforest [https://steamcommunity.com/sharedfiles/filedetails/?id=1907283872]
Vanilla Animals Expanded — Ice Sheet [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364782]
Vanilla Animals Expanded — Cats and Dogs [https://steamcommunity.com/sharedfiles/filedetails/?id=1823540489]
Vanilla Animals Expanded — Desert [https://steamcommunity.com/sharedfiles/filedetails/?id=1849183875]
Vanilla Animals Expanded — Boreal Forest [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364938]
Vanilla Animals Expanded — Tropical Swamp [https://steamcommunity.com/sharedfiles/filedetails/?id=1907283935]
Vanilla Animals Expanded — Extreme Desert [https://steamcommunity.com/sharedfiles/filedetails/?id=1849184079]
Vanilla Expanded Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]
Alpha Animals [https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856]
GeneticRim Alpha Animals Patch [https://steamcommunity.com/sharedfiles/filedetails/?id=1658356618]
Magical Menagerie [https://steamcommunity.com/sharedfiles/filedetails/?id=1821617793]
Giddy-up! Core [https://steamcommunity.com/sharedfiles/filedetails/?id=1216999901]
Giddy-up! Battle Mounts [https://steamcommunity.com/sharedfiles/filedetails/?id=1217001091]
Giddy-up! Ride and Roll [https://steamcommunity.com/sharedfiles/filedetails/?id=1331961995]
Giddy-up! Caravan [https://steamcommunity.com/sharedfiles/filedetails/?id=1253251478]
Megafauna [https://steamcommunity.com/sharedfiles/filedetails/?id=1055485938]
Dinosauria [https://steamcommunity.com/sharedfiles/filedetails/?id=1136958577]
GeneticRim Dinosauria Patch [https://steamcommunity.com/sharedfiles/filedetails/?id=1257032899]
GeneticRim Megafauna Patch [https://steamcommunity.com/sharedfiles/filedetails/?id=1590579367]
Giddy-Up! Add-on: Animal Saddles [https://steamcommunity.com/sharedfiles/filedetails/?id=1673853554]
Glitter Tech Submod - Advanced Bionic Production [https://steamcommunity.com/sharedfiles/filedetails/?id=2049945768]
Empire [https://steamcommunity.com/sharedfiles/filedetails/?id=2006535182]
Alpha Biomes [https://steamcommunity.com/sharedfiles/filedetails/?id=1841354677]
Goldminermac's Empire: Alpha Biome Colonialism [https://steamcommunity.com/sharedfiles/filedetails/?id=2124308004]
Goldminermac's Empire: Dastardly Machinations [https://steamcommunity.com/sharedfiles/filedetails/?id=2109199665]
Goldminermac's Empire: Expanded Resource Buildings (unofficial) [https://steamcommunity.com/sharedfiles/filedetails/?id=2097864612]
Goldminermac's Empire: Psychoid And Smokeleaf [https://steamcommunity.com/sharedfiles/filedetails/?id=2098901912]
Goldminermac's Empire: Security And Defense [https://steamcommunity.com/sharedfiles/filedetails/?id=2098043661]
RWLayout [https://steamcommunity.com/sharedfiles/filedetails/?id=2209393954]
Work Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116]
Grouped Pawns Lists [https://steamcommunity.com/sharedfiles/filedetails/?id=2340773428]
Vanilla Weapons Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360]
Gun Nut - Chapter #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2208576613]
Gun Nut - Chapter #2 [https://steamcommunity.com/sharedfiles/filedetails/?id=2239800263]
Gun Nut - Community Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=2268285121]
EdB Prepare Carefully [https://steamcommunity.com/sharedfiles/filedetails/?id=735106432]
Gradient Hair [https://steamcommunity.com/sharedfiles/filedetails/?id=1687053679]
Hair Modding Plus [https://steamcommunity.com/sharedfiles/filedetails/?id=2114832515]
Hamefura [https://steamcommunity.com/sharedfiles/filedetails/?id=2317290564]
Hardworking animals 1.2 [https://steamcommunity.com/sharedfiles/filedetails/?id=933324235]
High quality textures [https://steamcommunity.com/sharedfiles/filedetails/?id=1676969930]
Prison Labor [https://steamcommunity.com/sharedfiles/filedetails/?id=1899474310]
Hospitality [https://steamcommunity.com/sharedfiles/filedetails/?id=753498552]
I Clearly Have Enough! (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2023661266]
Ignite Everything [https://steamcommunity.com/sharedfiles/filedetails/?id=1607884210]
Immortals [https://steamcommunity.com/sharedfiles/filedetails/?id=1984905966]
Industrial Age - Objects and Furniture (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2249289906]
Infused [https://steamcommunity.com/sharedfiles/filedetails/?id=731287727]
InventoryTab (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2326678767]
ItemListSelector [https://steamcommunity.com/sharedfiles/filedetails/?id=1522414793]
Jobs of Opportunity (While You're Up) [https://steamcommunity.com/sharedfiles/filedetails/?id=2034960453]
Just Ignore Me Passing [https://steamcommunity.com/sharedfiles/filedetails/?id=1231617602]
Kenshi Apparel Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=1835771050]
Kenshi Armory [https://steamcommunity.com/sharedfiles/filedetails/?id=2271106264]
Kenshi Hiver Race [https://steamcommunity.com/sharedfiles/filedetails/?id=1840737944]
Kenshi Shek Race [https://steamcommunity.com/sharedfiles/filedetails/?id=1844308802]
Kenshi Skeleton Race [https://steamcommunity.com/sharedfiles/filedetails/?id=1841876651]
Kijin Race 2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=1918120749]
A RimWorld of Magic [https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956]
Kure's Rimworld of Magic Class Expansion Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=2236103336]
Less Arbitrary Surgery (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2018250654]
Less-Lethal Defence System [https:// no link (local mod)]
Let's Trade! [Continued] [https:// no link (local mod)]
Level Up! [https://steamcommunity.com/sharedfiles/filedetails/?id=1701592470]
Mad Skills [https://steamcommunity.com/sharedfiles/filedetails/?id=731111514]
RimCore [https://steamcommunity.com/sharedfiles/filedetails/?id=2268869457]
Mechanoid+ [https://steamcommunity.com/sharedfiles/filedetails/?id=2233052841]
Mechanoids Extraordinaire [https://steamcommunity.com/sharedfiles/filedetails/?id=1106719215]
Medical Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=715565817]
MendAndRecycle [https://steamcommunity.com/sharedfiles/filedetails/?id=735241897]
Misc. Robots [https://steamcommunity.com/sharedfiles/filedetails/?id=724602224]
Misc. Robots++ [https://steamcommunity.com/sharedfiles/filedetails/?id=747645520]
MiscRobots WorkTab support [https://steamcommunity.com/sharedfiles/filedetails/?id=2271338001]
Mod Manager [https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539]
Moloy Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=1777036482]
Monstergirl Races [https://steamcommunity.com/sharedfiles/filedetails/?id=1992614103]
More Faction Interaction (Continued) [https:// no link (local mod)]
More Harvest Designators! [https://steamcommunity.com/sharedfiles/filedetails/?id=1541250497]
Elite Bionics Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=1665403571]
Science Never Stops: Ambition of the Cosmic [https://steamcommunity.com/sharedfiles/filedetails/?id=1802857253]
[SYR] Universal Fermenter [https://steamcommunity.com/sharedfiles/filedetails/?id=2073225100]
VGP Vegetable Garden [https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826]
VGP Garden Tools [https://steamcommunity.com/sharedfiles/filedetails/?id=2007063961]
Fertile Fields [1.1] [https://steamcommunity.com/sharedfiles/filedetails/?id=2012735237]
More Hydroponics for Science Never Stops [https://steamcommunity.com/sharedfiles/filedetails/?id=2104800041]
More Mechanoids [https://steamcommunity.com/sharedfiles/filedetails/?id=846222458]
More Realistic Traits [https:// no link (local mod)]
Mortar Accuracy [https://steamcommunity.com/sharedfiles/filedetails/?id=1729446857]
[KV] Show Hair With Hats or Hide All Hats [https://steamcommunity.com/sharedfiles/filedetails/?id=1180826364]
[1.2]Nearmare Race [https://steamcommunity.com/sharedfiles/filedetails/?id=2198830432]
Nearmare [ENG Translation] [https://steamcommunity.com/sharedfiles/filedetails/?id=2213525330]
No Job Authors [https://steamcommunity.com/sharedfiles/filedetails/?id=2009825774]
NoArmorPointCap [https://steamcommunity.com/sharedfiles/filedetails/?id=1695493009]
Numbers [https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321]
OgreStack [https://steamcommunity.com/sharedfiles/filedetails/?id=1447140290]
Pack Mules Extended - Dinosauria [https://steamcommunity.com/sharedfiles/filedetails/?id=1503795254]
Papiew's Custom Religions RoR2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=2115250594]
Papiew's Death and Bliss Pack RoR2.0 [https://steamcommunity.com/sharedfiles/filedetails/?id=2124471202]
PawnTargetFix [https://steamcommunity.com/sharedfiles/filedetails/?id=2014789938]
Perfect Pathfinding [https://steamcommunity.com/sharedfiles/filedetails/?id=2341486509]
Vanilla Factions Expanded - Vikings [https://steamcommunity.com/sharedfiles/filedetails/?id=2231295285]
Persona Bond Forge [https://steamcommunity.com/sharedfiles/filedetails/?id=2178003816]
Persona Cryptech [https://steamcommunity.com/sharedfiles/filedetails/?id=2291889658]
Pharmacist [https://steamcommunity.com/sharedfiles/filedetails/?id=1365242717]
Pick Up And Haul (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2277459062]
Pocket Sand [https://steamcommunity.com/sharedfiles/filedetails/?id=2226330302]
Polarisbloc - Mechenemy [https://steamcommunity.com/sharedfiles/filedetails/?id=1498573216]
Project Fortuna Base/ Vanilla Retexture and rename [https://steamcommunity.com/sharedfiles/filedetails/?id=2312228108]
Project Fortuna Weapon Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=2325528796]
Project RimFactory Revived [https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700]
Project RimFactory - Drones [https://steamcommunity.com/sharedfiles/filedetails/?id=2037491557]
Project RimFactory - Insanity [https://steamcommunity.com/sharedfiles/filedetails/?id=2037492036]
Project RimFactory - Materials [https://steamcommunity.com/sharedfiles/filedetails/?id=2340181629]
Prostheses+ [https://steamcommunity.com/sharedfiles/filedetails/?id=2211789855]
Prostheses+ (Faction Addon) [https://steamcommunity.com/sharedfiles/filedetails/?id=2226643321]
Diseases+ [https://steamcommunity.com/sharedfiles/filedetails/?id=2256624398]
Psionic+ [https://steamcommunity.com/sharedfiles/filedetails/?id=2266499836]
Psychology (unofficial 1.1/1.2)  [https://steamcommunity.com/sharedfiles/filedetails/?id=2016263135]
Quality Of Building [https://steamcommunity.com/sharedfiles/filedetails/?id=2101676323]
Quarry 1.1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2007576583]
Questionable Ethics Enhanced [https://steamcommunity.com/sharedfiles/filedetails/?id=1787359789]
RPG Style Inventory [https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991]
RPG Style Level Up Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=1995668415]
Apparel BodyType Resolver [https://steamcommunity.com/sharedfiles/filedetails/?id=2037354634]
Rakkle the rattle snake Race mod [https://steamcommunity.com/sharedfiles/filedetails/?id=2208700786]
RandomPlus [https://steamcommunity.com/sharedfiles/filedetails/?id=1434137894]
Realistic Planets - Fan Update [https://steamcommunity.com/sharedfiles/filedetails/?id=2009542732]
Realistic Rooms [https://steamcommunity.com/sharedfiles/filedetails/?id=848972794]
Reinforced Walls [https://steamcommunity.com/sharedfiles/filedetails/?id=1929389479]
Relations Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=709317151]
Research Info [https://steamcommunity.com/sharedfiles/filedetails/?id=2290462337]
ResearchPal - Forked [https://steamcommunity.com/sharedfiles/filedetails/?id=2351393394]
Revia Race [https://steamcommunity.com/sharedfiles/filedetails/?id=2020041005]
RimBees [https://steamcommunity.com/sharedfiles/filedetails/?id=1558161673]
RimBees - Genetic Rim Patch [https://steamcommunity.com/sharedfiles/filedetails/?id=1917061124]
RimHUD [https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027]
RimNGE [https://steamcommunity.com/sharedfiles/filedetails/?id=1687909697]
RimSaves [https://steamcommunity.com/sharedfiles/filedetails/?id=1713367505]
RimTaser Reloaded [https://steamcommunity.com/sharedfiles/filedetails/?id=1745038195]
RimTraits - General Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=2206957172]
RimTraits - Medieval Talents [https://steamcommunity.com/sharedfiles/filedetails/?id=1916352291]
RimWorld - Witcher Monster Hunt [https://steamcommunity.com/sharedfiles/filedetails/?id=2008529522]
RimWriter - Books, Scrolls, Tablets, and Libraries (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2251045831]
Rimatomics [https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465]
Rimefeller [https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735]
Rimsec Security [https://steamcommunity.com/sharedfiles/filedetails/?id=2323762086]
Rimsenal - Enhanced Vanilla Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=849231601]
Rimsenal - Federation Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736172213]
Rimsenal - Feral Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736207111]
Rimsenal - Core [https://steamcommunity.com/sharedfiles/filedetails/?id=725947920]
Rimsenal - Security pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736139206]
Rimsenal - Storyteller pack [https://steamcommunity.com/sharedfiles/filedetails/?id=725952322]
Roads of the Rim (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2280318231]
Roo's Accessory Hairstyles [https://steamcommunity.com/sharedfiles/filedetails/?id=1991452568]
Roo's Dreadlock Hairstyles [https://steamcommunity.com/sharedfiles/filedetails/?id=1972872270]
Roo's Glasses Hairstyles [https://steamcommunity.com/sharedfiles/filedetails/?id=2009424424]
Roo's Royalty Hairstyles [https://steamcommunity.com/sharedfiles/filedetails/?id=2120391876]
Run and Hide (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2022480344]
RunAndGun [https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550]
SF Grim Reality [https://steamcommunity.com/sharedfiles/filedetails/?id=1543063349]
Science Never Stops: Infinite Research Only [https://steamcommunity.com/sharedfiles/filedetails/?id=2194921947]
SNS AOTC: True Pinnacle of Creation [https://steamcommunity.com/sharedfiles/filedetails/?id=2298661009]
Science Never Stops: You're Going Too Far [https://steamcommunity.com/sharedfiles/filedetails/?id=2162189561]
Skilled Stonecutting [https://steamcommunity.com/sharedfiles/filedetails/?id=1207390617]
Smarter Construction [https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773]
VGP Garden Fabrics [https://steamcommunity.com/sharedfiles/filedetails/?id=2007062162]
Smokeleaf Industry Reborn [https://steamcommunity.com/sharedfiles/filedetails/?id=2018570327]
Snap Out! [https://steamcommunity.com/sharedfiles/filedetails/?id=1319782555]
Sparkling Worlds - Full Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=1123043922]
Stop Insulting Us! [https://steamcommunity.com/sharedfiles/filedetails/?id=2014883505]
Stuffed Floors [https://steamcommunity.com/sharedfiles/filedetails/?id=853043503]
Subsurface Conduit [https://steamcommunity.com/sharedfiles/filedetails/?id=1609226728]
Supply and Demand [https://steamcommunity.com/sharedfiles/filedetails/?id=1511375007]
Supreme Melee (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2311299987]
Synergistic Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=2102438871]
TMC Armory - Assault Rifles #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2208689786]
TMC Armory - Community Pack  [https://steamcommunity.com/sharedfiles/filedetails/?id=2297887643]
TMC Armory - SMGs #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2240610125]
TMC Armory - Shotguns #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2213739770]
TMC Armory - Sidearms #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2224658216]
TMC Armory - Sniper Rifles #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2264691528]
TMC Armory - Support Weapons #1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2283675720]
Tech Advancing [https://steamcommunity.com/sharedfiles/filedetails/?id=735268789]
The Birds and the Bees [https://steamcommunity.com/sharedfiles/filedetails/?id=751049133]
Therapy [https://steamcommunity.com/sharedfiles/filedetails/?id=1076950211]
Thick Armor [https://steamcommunity.com/sharedfiles/filedetails/?id=1321600671]
Traders Have Money [https://steamcommunity.com/sharedfiles/filedetails/?id=2022959333]
Trait Rarity Colors [https://steamcommunity.com/sharedfiles/filedetails/?id=1751884355]
Traits Expanded! [https://steamcommunity.com/sharedfiles/filedetails/?id=1907305845]
Ugh You Got Me [https://steamcommunity.com/sharedfiles/filedetails/?id=1542424705]
[SYR] Harvest Yield [https://steamcommunity.com/sharedfiles/filedetails/?id=1461790308]
Un-Limited [https://steamcommunity.com/sharedfiles/filedetails/?id=1668141382]
Use Your Gun! [https://steamcommunity.com/sharedfiles/filedetails/?id=1712993896]
Vanilla Textures Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324]
VFME - Caravan Packs! [https://steamcommunity.com/sharedfiles/filedetails/?id=2255432128]
Vanilla Animals Expanded — Endangered [https:// no link (local mod)]
Vanilla Animals Expanded — Temperate Forest [https://steamcommunity.com/sharedfiles/filedetails/?id=2260502331]
Vanilla Books Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2193152410]
Vanilla Brewing Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2186560858]
Vanilla Brewing Expanded - Coffees and Teas [https://steamcommunity.com/sharedfiles/filedetails/?id=2275449762]
Vanilla Fishing Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1914064942]
[HLX] ReGrowth - Core [https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569]
Vanilla Plants Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2134308522]
Vanilla Cooking Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2134308519]
Vanilla Cooking Expanded - Stews [https://steamcommunity.com/sharedfiles/filedetails/?id=2134312965]
Vanilla Cooking Expanded - Sushi [https://steamcommunity.com/sharedfiles/filedetails/?id=2158539170]
Vanilla Factions Expanded - Insectoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2149755445]
Vanilla Factions Expanded - Mechanoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2329011599]
VGP Garden Drinks UF [https://steamcommunity.com/sharedfiles/filedetails/?id=2167582651]
Vanilla Armour Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282]
Vanilla Events Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1938420742]
VGP Garden Gourmet [https://steamcommunity.com/sharedfiles/filedetails/?id=2007062982]
Vanilla Factions Expanded - Settlers [https://steamcommunity.com/sharedfiles/filedetails/?id=2052918119]
Vanilla Weapons Expanded - Quickdraw [https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517]
Vanilla Weapons Expanded - Laser [https://steamcommunity.com/sharedfiles/filedetails/?id=1989352844]
VGP Garden Resources [https://steamcommunity.com/sharedfiles/filedetails/?id=2007063451]
VGP Garden Medicine [https://steamcommunity.com/sharedfiles/filedetails/?id=2007063140]
VGP Soylent Production [https://steamcommunity.com/sharedfiles/filedetails/?id=2007063605]
Vanilla Apparel Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817]
VGP Xtra Trees and Flowers [https://steamcommunity.com/sharedfiles/filedetails/?id=2007064094]
Vanilla Furniture Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1718190143]
Vanilla Furniture Expanded - Farming [https://steamcommunity.com/sharedfiles/filedetails/?id=1957158779]
VGP Garden Canning [https://steamcommunity.com/sharedfiles/filedetails/?id=2007062033]
Vanilla Furniture Expanded - Spacer Module [https://steamcommunity.com/sharedfiles/filedetails/?id=2028381079]
Vanilla Furniture Expanded - Security [https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007]
VGP Garden Dyes [https://steamcommunity.com/sharedfiles/filedetails/?id=2007062688]
VGP Garden Dyes Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2007062822]
VGP More Veggies [https://steamcommunity.com/sharedfiles/filedetails/?id=2007063278]
Vanilla Furniture Expanded - Power [https://steamcommunity.com/sharedfiles/filedetails/?id=2062943477]
Vanilla Furniture Expanded - Production [https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632]
Vanilla Furniture Expanded - Medical Module [https://steamcommunity.com/sharedfiles/filedetails/?id=1718191613]
Vanilla Factions Expanded - Medieval [https://steamcommunity.com/sharedfiles/filedetails/?id=2023513450]
Vanilla Furniture Expanded - Props and Decor [https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149]
Vanilla Plants Expanded - Succulents [https://steamcommunity.com/sharedfiles/filedetails/?id=2198652536]
RT Solar Flare Shield [https://steamcommunity.com/sharedfiles/filedetails/?id=728315620]
Vanilla RT Solar Flare Shield Retexture [https://steamcommunity.com/sharedfiles/filedetails/?id=1941652952]
Vanilla Storytellers Expanded - Empress Evil [https://steamcommunity.com/sharedfiles/filedetails/?id=2149702528]
Vanilla Storytellers Expanded - Igor Invader [https://steamcommunity.com/sharedfiles/filedetails/?id=2249879548]
Vanilla Storytellers Expanded - Perry Persistent [https://steamcommunity.com/sharedfiles/filedetails/?id=2149702069]
Vanilla Textures Expanded - Genetic Rim [https://steamcommunity.com/sharedfiles/filedetails/?id=2105993995]
Vanilla Traits Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2296404655]
Vanilla Weapons Expanded - Coilguns [https:// no link (local mod)]
Vanilla Weapons Expanded - Grenades [https://steamcommunity.com/sharedfiles/filedetails/?id=2194472657]
Vanilla Weapons Expanded - Heavy Weapons [https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791]
Velcroboy's Japanese Revival [https://steamcommunity.com/sharedfiles/filedetails/?id=2160109949]
Wall Light [https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208]
WeaponStats [https://steamcommunity.com/sharedfiles/filedetails/?id=974066449]
What's That Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=2258431182]
Wild Reproduction [https://steamcommunity.com/sharedfiles/filedetails/?id=2236146674]
Xeva FB Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=2017782001]
Xeva Faction [https://steamcommunity.com/sharedfiles/filedetails/?id=2008120800]
Xeva FB Pants [https://steamcommunity.com/sharedfiles/filedetails/?id=2223652537]
Zen Garden [https://steamcommunity.com/sharedfiles/filedetails/?id=1554147049]
ZiTools objects seeker [https://steamcommunity.com/sharedfiles/filedetails/?id=2021885930]
[1.2] DE Surgeries [https://steamcommunity.com/sharedfiles/filedetails/?id=1541722340]
[1.2]Idhale Race [https://steamcommunity.com/sharedfiles/filedetails/?id=2227425882]
[1.2]Idhale Race (English Patch) [https://steamcommunity.com/sharedfiles/filedetails/?id=2276586435]
[1.2]Silkiera Race [https://steamcommunity.com/sharedfiles/filedetails/?id=2233666290]
[1.2]Silkiera Race(English) [https://steamcommunity.com/sharedfiles/filedetails/?id=2239246088]
[1.2]Xenoorca Race [https://steamcommunity.com/sharedfiles/filedetails/?id=2216916011]
[1.2]Xenoorca Race(English) [https://steamcommunity.com/sharedfiles/filedetails/?id=2276479249]
[CP] Prisoner Outfit [https://steamcommunity.com/sharedfiles/filedetails/?id=1507216525]
[KV] Consolidated Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=1507384362]
[KV] Faction Control [https://steamcommunity.com/sharedfiles/filedetails/?id=1509102551]
[KV] More Trait Slots [https://steamcommunity.com/sharedfiles/filedetails/?id=1508292711]
NPDTiers - The Nutrient Paste Expansion Mod (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2043895447]
[KV] RimFridge [https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235]
[KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings [https://steamcommunity.com/sharedfiles/filedetails/?id=1180718516]
[KV] Trading Spot [https://steamcommunity.com/sharedfiles/filedetails/?id=1180719658]
[K]Extra Stone [https://steamcommunity.com/sharedfiles/filedetails/?id=852103845]
[LTO] Colony Groups [https://steamcommunity.com/sharedfiles/filedetails/?id=2345493945]
[O21] Seamless Embrasures [https://steamcommunity.com/sharedfiles/filedetails/?id=2290689449]
[SS]Maid Project [https://steamcommunity.com/sharedfiles/filedetails/?id=1498756997]
[SYR] Doormats [https://steamcommunity.com/sharedfiles/filedetails/?id=1508778962]
[SYR] Set Up Camp [https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926]
[WD] Reinforced Doors [https://steamcommunity.com/sharedfiles/filedetails/?id=1857597307]
[sd] Luciferium Production (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2019014307]
RimThreaded [1.2] [https://steamcommunity.com/sharedfiles/filedetails/?id=2222907981]

Could we get the modlist in the order it was loaded in the save, possibly?

mod list as written is load order, its a bit messy but this bug appeared in early compat testing for the mod pack for a friend, disappeared when Hair Modding Plus was removed.

[Tested on RT 1.3.2]
I tested this on a reduced mod list, as the one posted here is extremely large and unstable. I used all the hair related mods I could find here, including "Hair Modding Plus". After spawning dozens of caravans as instructed, I experienced no problems related to the aforementioned mods.
Conclusion
There seem to be no issues with "Hair Modding Plus" and caravans. The issues experienced by the author are likely caused by incompatibilities and load order issues of this extensive, and likely unstable, mod list.


[Suggestion] Expose API

Would you be able to refactor the code to expose an API that can be used from inside Node? It would be infinitely useful.
I could try to work on a PR for this if you are busy. Ditto for cordova-splashscreen.
Thanks!

+1 for this,  /hooks is deprecated with the only available hooks done via config.xml.


[FR] Please add a enable/disable switch button for every plugin in the group edit view

Please add a enable/disable switch button for every plugin in the group edit view, so that make easy to enable/disable a plugin according group.

Could you elaborate a bit further?
Do you mean something like #16 ? Or do you mean en-/disabling plugins you've already assigned to a group within that group?
Or something else entirely?

Perfect, thanks for the diagram that makes things much clearer, I'll look into it and see how that might work. First thought though, would choosing the enable/disable behaviour of a group within a group solve the problem, I think that might be a bit easier to achieve.
So something like:
GroupA:

GroupB (Behaviour: Enable)
GroupC (Behaviour: Disable)

GroupA:

Plugin A
Plugin B
Plugin C

GroupC:

Plugin D
Plugin E

Though one potential issue I see in general is the behaviour order of enabling/disabling when using multiple groups. Therefore I think being able to set the order of Plugins/Groups (#14) would need to be implemented first.


Created Docker Support

Created Dockerfile and uploaded an image to Docker hub for easy deployment.

So after thinking about this the past couple of days, I've decided I won't merge this in.
Adding it to the repo would mean trying to keep it updated and working, which I cannot be bothered to do. Even with as simple as this is, and as in-often as it would need to be update, chances are I would forget about it.
It makes more sense to just keep it as a separate repo, and if you want it can be pointed towards in the readme like that webui someone else made.

That's fine.


Deploy newest web build to yzqrr environment

Deploy newest web build to yzqrr environment

Uploaded and made sure charts and functions were all up to date - in both testing and production - today, 4/20/2022.


Devise produces authentication unlocalised request without parameter "locale"

devise-i18n (1.0.1)
Started GET "/en/users" for <IP_ADDRESS> at 2016-04-06 21:28:15 +0200
Processing by UsersController#index as HTML
  Parameters: {"locale"=>"en"}
Completed 401 Unauthorized in 1ms (ActiveRecord: 0.0ms)

Started GET "/users/sign_in" for <IP_ADDRESS> at 2016-04-06 21:28:15 +0200
Processing by Devise::SessionsController#new as HTML
  Rendered devise/sessions/new.html.erb within layouts/application (4.6ms)
  Rendered layouts/_navigation_links.html.erb (0.4ms)
  Rendered layouts/_nav_links_for_auth.html.erb (1.0ms)
  Rendered layouts/_navigation.html.erb (3.8ms)
  Rendered layouts/_messages.html.erb (0.2ms)
Completed 200 OK in 124ms (Views: 122.7ms | ActiveRecord: 0.0ms)

default locale is set to "sk" and here is the result:

routes.rb
Rails.application.routes.draw do
  scope "(:locale)", locale: /#{I18n.available_locales.join('|')}/ do
    root to: 'visitors#index'
    devise_for :users
    resources :users
    get "/pages/:id" => "high_voltage/pages#show", :as => :page, :format => false
  end
end

part of application.rb
    config.i18n.available_locales = [:en, :sk]
    # config.i18n.load_path += Dir[Rails.root.join('my', 'locales', '*.{rb,yml}').to_s]
    config.i18n.default_locale = :sk

I have the same issue...
Have you found a solution?

@modreoci Not sure if this is still an issue for you, but in #282 I found that if you use I18n.with_locale then this could happen with the error messages as you describe.

Assuming it is the same issue.


Report a compile-time error when an expression of type void is used

An expression of type void cannot be used, unless it occurs in a situation which is specifically allow-listed.
The language test $SDK/tests/language/void/void_type_usage_test.dart is testing that these compile-time errors occur. This test used to have some faults (in particular, it was a multi test that used some labels more than once, which allowed some missing compile-time errors to go undetected).
The test is migrated to use the new test expectation syntax in https://dart-review.googlesource.com/c/sdk/+/350921 (that is // ^^^ to define the location and then // [cfe] ... and/or // [analyzer] ... to specify the expected error message).
With this test update, about 130 missing compile-time error failures exist with the analyzer and similarly for the common front end. This issue exists to indicate that those error messages should be emitted.
This issue awaits a breaking change process.

https://dart-review.googlesource.com/c/sdk/+/350921 has now been updated such that there are as few failures as possible.
In particular, many test failures were eliminated by relaxing the expected error messages. There is no expectation that all errors caused by a non-allowlisted usage of an expression of type void gives rise to a specific error message (that is, COMPILE_TIME_ERROR.USE_OF_VOID_RESULT from the analyzer, and This expression has type 'void' and can't be used. from the front end, which is the typical response). Instead, the error message which is actually emitted is accepted (they are all reasonable, and it's never specified exactly which error message must be emitted).
Next, many test failures were caused by a bug that I introduced when I changed the test from a multi-test to a test that uses the "// ^^^" style expectations: The expression of type void was in some cases a local variable x, and that local variable would soon get promoted from void to some other type (typically Object?). Hence, there were no void related error messages when x was used.
With those two things in place, the resulting test only fails in a handful of cases, and only with the CFE.
The language team will probably discuss this topic on Wednesday, but it is probably not going to be a breaking change after all.

https://dart-review.googlesource.com/c/sdk/+/350921 has landed.


Added support for a settings "skip if has prefix" on attributes.

Hi, I was working with Sidr and Font-Awesome  and I needed Sidr to rewrite the id and classes but leave untouched the FA classes so i come up with this new setting skipPrefix that will be used to skip the rewrite of the classes starting with a specific prefix.
For prefix i intend:

A complete class name.
A class that starts with the prefix followed by a dash or an underscore.

Example (will skip the Font-Awsome classes):
    $("#menu-toggle").sidr({
      skipPrefix: 'fa',
      name: 'main-menu-left',
      side: 'left',
      source: '.navigation',
      displace: ( $win.width() < 480 ),
    });

This example will skip all the classes: fa, fa-* and fa_*.
Bonus: Since the parameter is put in a regex it's possible to pass something like ((?:prefix1)|(prefix2)) to look for more prefixes.
Esolitos

Well, I have been thinking about it and I will not implement this as a core feature.
It seems and edge case, and this can be achieved using a callback as source:
source: function (name) {
    var content = $('.navigation').html();

    // Do here whatever you want with the content, like changing all classes but not fa- prefixed ones.

    return content;
}

Thank you anyway for your suggestion.

Thanks, for the solutions, but how i change the class or de prefix?

Stackoverflow is a better place for doubts and implementation issues.


We need nightly, so make that explicit.

Added a rust-toolchain file so people don't have to type rustup default nightly - instead cargo build just works.

Ok, sorry to bother. Makes sense.


[Training Issue] ModuleNotFoundError: No module named 'realesrgan'

Hi,
When I follow the training guide to train the model, an error occurred as follows:
Traceback (most recent call last):
  File "realesrgan/train.py", line 5, in <module>
    import realesrgan.archs
ModuleNotFoundError: No module named 'realesrgan'

Traceback (most recent call last):
  File "/usr/lib/python3.6/runpy.py", line 193, in _run_module_as_main
    "__main__", mod_spec)
  File "/usr/lib/python3.6/runpy.py", line 85, in _run_code
    exec(code, run_globals)
  File "/SDD/zzm/env/torch1.7/lib/python3.6/site-packages/torch/distributed/launch.py", line 260, in <module>
    main()
  File "/SDD/zzm/env/torch1.7/lib/python3.6/site-packages/torch/distributed/launch.py", line 256, in main
    cmd=cmd)
subprocess.CalledProcessError: Command '['/SDD/zzm/env/torch1.7/bin/python', '-u', 'realesrgan/train.py', '--local_rank=3', '-opt', 'options/train_realesrnet_x2plus.yml', '--launcher', 'pytorch', '--debug']' returned non-zero exit status 1.

Execute command：
python -m torch.distributed.launch --nproc_per_node=4 --master_port=4321 realesrgan/train.py -opt options/train_realesrnet_x2plus.yml --launcher pytorch --debug

What should I do to avoid this error?

I found I forgot to run the setup.py. This issue is fixed by running the script, thanks for your attention.

How to do this


Cache Sounds

Cache and preload Sounds somehow.
Browser caching isn't sufficient enough.
Tried to use workbox. But it seems not to work with .mp3 currently.

already done. not fancy, but sufficient enough for now


Correct cube size std

Description
The level-wise cube size standard deviation was computed incorrectly - instead of using cube sizes from a given level, the sequence of cube sizes for all levels were used.
Type of change
Bug fix
Checklist:

[x] New feature / bug fix has been committed following the Contribution guide.
[x] Add comments to the code (make it easier for the community!).
[x] Change the documentation.
[x] Add tests.
[x] Your branch is updated to the main branch (dependent changes have been merged).

How Has This Been Tested? (Optional)
Test root cube size std to be 0.

Nice catch!


ISO format identifiers output

Now we are keeping original format for ISO identifiers, I'm uncertain if it's right.
For example, "ISO/IEC/IEEE CD P23026:2013" have "P" before number, so it's not pure ISO format neither IEEE (":2013" at the end don't comply with IEEE format).
I'm not sure if it's possible to convert it to IEEE, because of "CD", but we can convert it to ISO by deleting "P" prefix.
"IEEE Std 11073-10101-2019 (Revision of ISO/IEEE 11073-10101:2004)" - two formats mixed together.
"IEEE Std 24748-3:2012" comply with ISO, but need to remove "Std".
"IEC/IEEE P62271-37-013:2015 D13.4" - Draft format and "P" prefix from IEEE
"IEEE Std 11073-10101-2019 (Revision of ISO/IEEE 11073-10101:2004)" - purely IEEE identifier and ISO identifier in revision.
@ronaldtse what do you think? Should we convert ISO identifiers to pure ISO format and IEEE identifiers to pure IEEE format?

Indeed.
However,

"IEEE Std 11073-10101-2019 (Revision of ISO/IEEE 11073-10101:2004)" - two formats mixed together.
"IEEE Std 11073-10101-2019 (Revision of ISO/IEEE 11073-10101:2004)" - purely IEEE identifier and ISO identifier in revision.

I think in this case it is an IEEE document that "revises" an ISO document.

"IEEE Std 24748-3:2012" comply with ISO, but need to remove "Std".
https://standards.ieee.org/ieee/24748-3/5336/
https://ieeexplore.ieee.org/document/6189321
It is actually "IEEE Guide 24748-3:2012".

"IEC/IEEE P62271-37-013:2015 D13.4" - Draft format and "P" prefix from IEEE

Yeah this is very strange...

In IEC format, it would be "IEC/IEEE 62271-37-013:2015" (https://webstore.iec.ch/publication/23580)
In IEEE format, it could be "IEC/IEEE P62271-37-013:2015/D13.4" (if we treat "62271-37-013:2015" as a docnumber)


import "bourbon"; suddenly stopped working, load path is incorrectly set

Hey folks,
Yesterday I had all of my feature specs start failing on
import "bourbon";
In my load paths I have:
/Users/josh/.rbenv/versions/2.3.0/lib/ruby/gems/2.3.0/gems/bourbon-5.0.0.beta.3/core/Users/josh/.rbenv/versions/2.3.0/lib/ruby/gems/2.3.0/gems/bourbon-5.0.0.beta.3/core
instead of just
/Users/josh/.rbenv/versions/2.3.0/lib/ruby/gems/2.3.0/gems/bourbon-5.0.0.beta.3/core/
This only happens in the test environment, the dev environment is still fine.
I am fairly sure it has to do with https://github.com/thoughtbot/bourbon/commit/a462ed2ac92db0e40ea2a7716eb7f5628e3ea523 but I'm not 100%. I'm going to keep messing with it, let me know if there's anything helpful I can provide 😄
Edit: If I add ENV["SASS_PATH"] = "" to my spec_helper.rb everything works, and then even after I remove that line again everything continues to work. In the name of science, I'm gonna try and break it again 😥
Edit2: I can't figure out how to break it again, which is disconcerting.

@jcmorrow Hey! We had a Sass path bug in 5.0.0.beta.3, but resolved it in 5.0.0.beta.5. If you upgrade from beta 3 to 5, it should fix the issue.

Ah, shoot, I don't know how I missed that I wasn't on the right version. 😖  Thanks @tysongach!

@jcmorrow No worries! Happy we got it sorted out.


make ConstBody and NoBody public

I'm trying to adapt some code from http4s. One of the things I do there is write tests which generate a request object that gets compared to the routes and processed using the backend.
So the equivalent here is the same - I want to generate a Request. You've got these handy case classes ConstBody and NoBody but they're package private and so I've got to have my own Request stuff - essentially copying the code, for my tests. Can't we make them public?

likewise Response - I need to access ConstResponse to unpack the body to check it matches the expectation

PS happy to do a PR or whatever, but this seems way too intrusive a change to not have the author's say-so or input


How to use sys:xmlq/3 to parse multiple entries

For following XML sample:
<?xml version="1.0"?>
<cities>
  <city>
    <name>City1</name>
    <country>Country1</country>
  </city>
  <city>
    <name>City2</name>
    <country>Country2</country>
  </city>
</cities>

Query using sys:xmlq/3 will only get a single result:
?- sys:load_file('sample.xml', Xml), sys:xmlq(Xml, city, City).

You can use sys:xmlqi/4 to iterate over an index. Though to be honest sys:xmlq/3 should probably be retryable (?). I think i'll mark that as an enhancement.

Yeah, I think it's reasonable to make it retryable.

BTW, when trying to run sys:xmlq(Xml, city, 1, City), Trealla report an ABORT_INVALIDARGS error.

BTW, when trying to run sys:xmlq(Xml, city, 1, City), Trealla report an ABORT_INVALIDARGS error.

I'll assume that was meant to be xmlqi/4. It might be an idea to remove that.

Ah, I misread it, now both xmlq/3 and xmlqi/4 works.
BTW, REPL seems do not behave correctly for multiple values, I'll open another issue.


Error on importing Tree Module - possible duplicate

Hi there,
I'm receiving a problem with angular upon compiling with the Tree Module import.
The error reads:
TypeError: ctorParameters.map is not a function
etc. etc.
This is because when the angular compiler evaluates the ctorParamaters for TreeService(), it is defined as an anonymous function - see attached image

Now I'm not sure if this is a problem on my end or with the ng2-tree, but its a strange one. I had the ng2-tree working before the new year.
Any input would be highly appreciated.
Thanks

@danielcooke1996 Which version of the tree do you have installed in your node_modules?

Okay so its much too early in the morning for this - I had identified the problem unkowningly.

I had the ng2-tree working before the new year.

The problem arose from an incompatible version of angular that is necessary for my project. I fixed it by specifying version 1.0.0 in package.json
This issue can be closed.


Not working on 3440x1440

Screenshot: https://i.imgur.com/gSd6CA7.jpg
Read: PUSLLAVIT LoIIL I/D, VION, VII, L£I0U,902Z)
352: Failure
Read: PUSLLAVIT LoIIf I/D, VION, VII, L£IU,5902Z)
353: Failure
Read: PUSLLAVIT LoIIeL I/D, VION, VII, £IU,59I02Z)
354: Failure
Read: PUSLLAVIT LoOIIL I/D, VION, VII, £IU,902Z)
355: Failure

Same res and I'm having the same problem. Apparently, some of the recent changes fixed the issue but the compiled exe with that include those changes hasn't been released yet.


Don1760/five xamarin android samples

@macca400 Please code review these Xamarin Android samples for inclusion into the samples viewer. The following are new/revised samples:
~ Geoprocessing > AnalyzeHotspots
~ Geoprocessing > AnalyzeViewshed
~ Geoprocessing > ListGeodatabaseVersions
~ MapView > ShowMagnifier
~ MapView > TakeScreenShot

@dkemlage The samples look great. Feel free to merge.


uav dataset

can you share the uav dataset？ thanks

Note that Anti-UAV dataset is already released


BUG: Use ontology terms for EBI investigation_type

Use the terms stored in the database and add a new argument, new_investigation_type, which is only relevant if the value passed in investigation_type is Other.
See issue #405.
NOT READY FOR MERGE - I couldn't run the tests in my system.

Coverage decreased (-3.1%) to 73.425% when pulling 9e2b08dcb3a1c213fb31a2b750f1e4da035b65d6 on ElDeveloper:issue-405 into 7270ed749f0f52143a4b0400a144207b338c01d3 on biocore:master.


BlockingWaitStrategy CPU 100%

BlockingWaitStrategy
while ((availableSequence = dependentSequence.get()) < sequence)         {             barrier.checkAlert();         }
when pre consumer is too slow to satisfy current consumer， cpu 100%

Yes this will happen.  If your dependent stage is quite expensive then you should consider separating the work load into 2 Disruptors and have the "pre consumer" publish to the 2nd ring buffer that has the "current consumer" as it's sole consumer.


zsh.sh does not set cursor point/position (is always 0)

partial and lastPartial are computed using line and point. When point defaults to 0 partial and lastPartial can't be computed. By updating this script to provide a positional value we get parity with these 3 environment options relative to bash at least (I have not tested with fish, but at least as far as I can tell it appears to provide this value.)

:+1: thanks for the PR


Escape "/" in destinationObject for Objects.storage_objects_{copy,rew…

…rite}

otherwise, the storage API call would return "Not Found" error

example:
%Tesla.Env{
  __client__: %Tesla.Client{...},
  __module__: GoogleApi.Storage.V1.Connection,
  body: "Not Found",
  headers: [...],
  method: :post,
  opts: [],
  query: [],
  status: 404,
  url: "https://storage.googleapis.com/storage/v1/b/bucket/o/from%2Fpath/copyTo/b/bucket/o/to/path"
}}

@googlebot I signed it!

https://github.com/googleapis/elixir-google-api/issues/8009
@dsdshcym Thank you !

gentle ping, otherwise storage_objects_copy method doesn't work for objects inside directories
You can check that proposed PR's encoding is right by exploring official request constructor.

Closing in favor of #8770. This code is generated, so we needed to do the fix in the generator instead, otherwise the generator would just revert this change.


docs: update current features and add emphasis on the pre-requisites

:tada: This PR is included in version 1.3.0 :tada:
The release is available on:

v1.3.0
GitHub release

Your semantic-release bot :package::rocket:


send-proxy for tcp backends

We are using haproxy bosh release tcp loadbalancing feature. Out of the box, the originating ip is lost, the backend http server only sees haproxy as originating ip.
To solve this, haproxy has a send-proxy clause on the tcp backend members, propagating the originating ip.

Is this just on tcp backends? Is this using the CF tcp-router's link for the haproxy frontend/backend, or an explicit configuration in the haproxy properties?
Happy to receive a PR on this, as I don't have an environment that makes use of all these features for testing.

@geofffranks  yes only for tcp backend, when using haproxy bosh release as level 2 relay (we let downstream servers handle ssl offload, but we need to keep the originating ip)

@poblin-orange I vaguely remember someone at orange submitting a PR for this. Is this still an issue?


CSS Relative URL fix

Fixed a strange URL rewriting bug I was having, by removing a deprecated parameter to Uri and replacing it with UriKind.Absolute.

I've found the problem with this and fixed it. It's because the path has a SPACE in it.
Here's my StackOverflow post about this: http://stackoverflow.com/questions/7817350/is-this-a-bug-with-the-net-framework
So i fixed up the code for the file .. and here it is: http://pastie.org/2721993

Maybe I'm missing something, but how would changing characters in the path
solve the problem? Sure, it might fix the bug, but it seems like at that
point you'd just end up with a modified path that is no longer correct.
Wouldn't it make more sense to replace the characters in the path with some
sequence that you could them subsequently remove and replace with spaces
again?
On Wed, Oct 19, 2011 at 2:26 AM, PureKrome <
<EMAIL_ADDRESS>
I've found the problem with this and fixed it. It's because the path has a
SPACE in it.
Here's my StackOverflow post about this:
http://stackoverflow.com/questions/7817350/is-this-a-bug-with-the-net-framework
So i fixed up the code for the file .. and here it is:
http://pastie.org/2721993
--
Reply to this email directly or view it on GitHub:
https://github.com/jetheredge/SquishIt/pull/79#issuecomment-2452475

That's what I thought initially, also. But the actual NAMES of the folders are irrelevant. It's the -structure- that is important .. and of course how the source file -location- is relative to the bundle result destination folder -location-.
After I got some more feedback from my SO question (which i fucked up at first -> i left out the two most important lines cause i made up the code on the fly, then had to run out to pick up my kids == not enough time to proof read epic fail epic sigh) .. it looks like a better fix is this :-
var sourceUri = Path.GetDirectoryName(sourcePath) + "/";
...
var resolvedSourcePath = new Uri(Path.Combine(sourceUri, relativePath));
Uri resolvedOutput = outputUri.MakeRelativeUri(resolvedSourcePath);

and the entire class code, with the fix:- http://pastie.org/2726936
This 2nd version of the class (updated) is what i'm using now in our site and it's working finally.

Yeah, I totally get that the names aren't important, but that is only if
they are part of the path that isn't being used. So, say we have a path like
this:
C:\something\else\one\more\
and we are outputting to:
C:\something\else\this folder\
then the relative path generated will be:
....\this folder
So, wouldn't your code have replaced that directory with "this-folder"? I'm
not trying to be difficult, it just seems to me like this could cause
trouble. I do appreciate you submitting code to try and get this resolved
though!
On Wed, Oct 19, 2011 at 7:56 PM, PureKrome <
<EMAIL_ADDRESS>
That's what I thought initially, also. But the actual NAMES of the
folders are irrelevant. It's the -structure- that is important .. and of
course how the source file -location- is relative to the bundle result
destination folder -location-.
After I got some more feedback from my SO question
(which i fucked up at first -> i left out the two most important lines cause
i made up the code on the fly, then had to run out to pick up my kids == not
enough time to proof read epic fail epic sigh) .. it looks like a better
fix is this :-
var sourceUri = Path.GetDirectoryName(sourcePath) + "/";
...
var resolvedSourcePath = new Uri(Path.Combine(sourceUri, relativePath));
Uri resolvedOutput = outputUri.MakeRelativeUri(resolvedSourcePath);
and the entire class code, with the fix:- http://pastie.org/2726936
This 2nd version of the class (updated) is what i'm using now in our site
and it's working finally.
--
Reply to this email directly or view it on GitHub:
https://github.com/jetheredge/SquishIt/pull/79#issuecomment-2462983

yeah - i think you're right there, Jus.
But with the second solution, it has nothing to do with string replacement .. so my fail 1st attempt is now redundant :)
The trick was to use Combine() instead.


Roll engine to d43d35347594c893687dec7402a525d83f57db10

Contains just one commit: flutter/engine#4171

Looks like this roll introduced a regression for two benchmarks:

flutter_gallery_ios__transition_perf/frames missed_frame_build_budget_count
flutter_gallery_ios__transition_perf/average_frame_build_time_millis

@cbracken Let us revert this (again) for now, so that we can roll alpha once @yjbanov has landed his themeing fix.

Reverted in #12413


Document to use _app.js instead of _document.js

Solves the issue #196

You're right! I did on the issue #196. 😛
If you're ok with what I documented on next-less/readme.md I can do the same for the other ones.

Wow; if this is still relevant, this should definitely be integrated in README IMHO 🙏
Ive been hit by since a few times and never realized one cannot import css into _document.js. One reason for the confusion is that when using styled-components, it is documented to inject the styles in document.js. Another reason is that it works in dev mode, but not in production.

It won’t work in dev mode anymore in next 7, but we should definitely clearly document this.

Thanks 👍


Could it be viable?

Hi @ItsDizzy,
I've researched the integration of Laravel Cashier and Mollie in before.
At that time I came to the conclusion that it was not viable as Cashier works with payment tokens (Stripe / Braintree) instead of redirecting the customer to a payment page like Mollie. Cashier was too closely tied to the Stripe and Braintree APIs.
Have you found a workaround for this issue? Because that would be great!
(I also got a no-go response from Taylor Otwell by the way when I had the same question for integrating Laravel Spark with Mollie.)
Kind regards,
Sander

You are correct, mollie works completely different unfortunally. However imma try to implement cashier in a different way. If you'd like to help I would be really thankful

I was thinking about only changing the payment part. Ofcourse there are some features in cashier whose aren't supported in Mollie, it might be a good idea to either remove those or give cashier-mollie it's own logic for those.

Hi @ItsDizzy,
Because of the discrepancies with Cashier I decided to focus on the functional requirements instead and roll my own solutions. I think the differences are just too large to overcome. (Feel free to prove me wrong :)).
I currently have two packages to help me implementing Mollie payments in Laravel:

a package for Mollie payments. It currently only supports one-off payments.

a package for invoice (and pdf) generation. It is heavily inspired by Cashier - but payment gateway agnostic.

I hope this helps you.
Sander

Mollie has asked me to look into this. https://github.com/mollie/laravel-mollie/issues/20#issuecomment-402199131


Air Gap installation from private repo

One note: We might need to merge this to the v1.0.2 branch instead of master.

Hi @yasker , Is there anything I can do?  do I need to resubmit PR to branch v1.0.2? Thank you.

https://github.com/longhorn/longhorn/pull/1650


support DiT ImageNet dataset training

What does this PR do?

Support DiT training with ImageNet dataset format, using --imagenet_format flag
Fix the loss scale print in callback
clean code

Fixes # (issue)
Adds # (feature)
Before submitting

[ ] This PR fixes a typo or improves the docs (you can dismiss the other checks if that's the case).
[ ] Did you read the contributor guideline?
[ ] Did you make sure to update the documentation with your changes? E.g. record bug fixes or new features in What's New. Here are the
documentation guidelines
[ ] Did you build and run the code without any errors?
[ ] Did you report the running environment (NPU type/MS version) and performance in the doc? (better record it for data loading, model inference, or training tasks)
[ ] Did you write any new necessary tests?

Who can review?
Anyone in the community is free to review the PR once the tests have passed. Feel free to tag
members/contributors who may be interested in your PR.
@xxx

It looks great! Can you also provide a bash script to launch a four-card training, because I notice DiT torch repo is using a global batch size 256 for ImageNet training.

It looks great! Can you also provide a bash script to launch a four-card training, because I notice DiT torch repo is using a global batch size 256 for ImageNet training.
Besides, please revise the readme file for the ImageNet training. I think users are more interested in this rather than a toy dataset training.

Done. Add a 4P training script and update the README


Missing environment variable in readMe

export DIST_OUTPUT_BUCKET=my-bucket-name # bucket where customized code will reside
export VERSION=my-version # version number for the customized code
export SOLUTION_NAME=my-smart-solution # user defined name

Adding SOLUTION_NAME will solve usage of our example :
./build-s3-dist.sh $DIST_OUTPUT_BUCKET $SOLUTION_NAME $VERSION

Thanks for reporting the fix in readme. We will push the change in next release. Please continue to monitor the repo for further updates.


esm build is missing ".js" extensions

any idea, why the newest package is missing the ".js" extension in the ES6 modules?
Without them, the imports are not directly usable in the browser.

Okay, now you build everything into one file. I'll take a look, this should work.


force:alias:set command exits successfully but doesn't do anything when there's another (in this case stale) entry with that alias in .sfdx/alias.json

I'd noticed recently that force:alias:set didn't seem to working reliably and decided to troubleshoot it a bit today in an effort to characterize the behavior before logging an issue here. I think I've cornered it now. Here's what I've found...
First, I ran the following (output scrubbed for only the relevant subset):
$ sfdx force:org:list
WARNING: You have 55 expired or deleted local scratch org authorizations. To remove authorizations for inactive orgs, run force:org:list --clean.
=== Orgs

   ALIAS                                USERNAME                      ORG ID             EXPIRATION DATE
 ─ ──────────────────────────────────── ───────────────────────────── ────────────────── ───────────────
   NPSP_-_Dev_Workspace_-_Multicurrency<EMAIL_ADDRESS>00D8H0000004drwUAA 2022-12-16
$ sfdx force:alias:set<EMAIL_ADDRESS>--json
{
  "status": 0,
  "result": [
    {
      "alias": "npsp_sf_no_ns",
      "value"<EMAIL_ADDRESS>    }
  ]
}
$ sfdx force:org:list
WARNING: You have 55 expired or deleted local scratch org authorizations. To remove authorizations for inactive orgs, run force:org:list --clean.
=== Orgs

   ALIAS                                USERNAME                      ORG ID             EXPIRATION DATE
 ─ ──────────────────────────────────── ───────────────────────────── ────────────────── ───────────────
   NPSP_-_Dev_Workspace_-_Multicurrency<EMAIL_ADDRESS>00D8H0000004drwUAA 2022-12-16

As you can see, force:alias:set reported success, but the actual update didn't seem to occur, at least not in terms of how the alias/username associations in the output of force:org:list.
I looked at .sfdx/alias.json and noticed that there was already an entry with alias npsp_sf_no_ns for an expired scratch org, so I thought that perhaps running force:org:list --clean might help clear that stale entry and others. After running that command, I was seeing the same behavior, and I also saw the same stale entries in alias.json. I then manually removed the entry for npsp_sf_no_ns from alias.json, re-ran force:alias:set, and the alias was properly associated with the new username.
So there seem to be two potential issues here, one perhaps benign and one that seems to break force:alias:set in certain situations. The former is that I would have expected force:org:list --clean to remove not just the stale org entries but also their corresponding entries in alias.json. The latter is that when an alias is already set in alias.json, it seems that it cannot be "moved" to another org's username.
Oh, and I haven't confirmed this, but another thought just popped into my mind...perhaps the username for that alias was in fact updated, but the original alias wasn't removed and is still being picked up making the behavior more around which entry was found first in the list?
This all on the following CLI version (probably should have started there):
$ sfdx version
sfdx-cli/7.176.1 win32-x64 node-v18.12.0

@SCWells72 there was a problem with the alias file not handling concurrency well.  list --clean does remove aliases, but it wasn't doing it very well.  that's fixed by https://github.com/forcedotcom/cli/issues/1806 in https://github.com/forcedotcom/cli/blob/main/releasenotes/sfdx/README.md#72056-june-15-2023-stable-rc

I've tried using alias:set to set different orgs to the alias...seems to work.
Note: org list will only show one alias, so if you have several aliases to the same org, it might look like the newer ones aren't changing, but they are in the alias.json file.
This issue will close next week when the fix gets into latest


move from setup.py to pyproject.toml + CI improvements

I've got a couple of remarks, and I also noticed you didn't copy the author information.
In case that was unintentional, the format in pyproject.toml is
authors = [
  {name = "Author1", email =<EMAIL_ADDRESS>},
  {name = "Author2", email =<EMAIL_ADDRESS>},
]

(and same for maintainers, should you wish to use that instead)

Indeed I forgot this section. It was not intentional.
@keewis By the way, do you want to be mentioned in the authors? I am not sure about where is the difference between authors and contributors.

I didn't really contribute to xsar, yet, so that wouldn't really make sense. I believe "authors" is the initial authors of the library, and "maintainers" are those that have commit rights and look after the library. I've also seen people not list any authors at all, only maintainers (e.g. xarray does it that way).


Firewall Extension (Windows) PortBlackList Not Blocking

Refer to https://github.com/trailofbits/osquery-issues/issues/95

Being addressed in this branch: https://github.com/trailofbits/osquery-extensions/commits/bug/windows-firewall-port-blocking-fix

Addressed in:
https://github.com/trailofbits/osquery-extensions/pull/17
Now in acceptance testing.

Acceptance testing complete 👍


[ENG-3018] Replace draft metadata's BsTab with ember-aria-tabs

Ticket: ENG-3018
Feature flag: n/a

Purpose
Fix the accessibility problems with the usage of Bootstrap Tabs on the draft metadata page.
Summary of Changes

Replace the BsTab with ember-aria-tabs

Screenshot(s)
Before:

After:

Side Effects
Should be all localized to that page and control. I had to do a little work to keep from re-styling the list of subjects.
QA Notes
Make sure the tabs still work, and make sure the aria problems are fixed.

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage decreased (-0.01%) to 71.876%

Totals

Change from base Build<PHONE_NUMBER>:
-0.01%

Covered Lines:
4763

Relevant Lines:
6354

💛  - Coveralls

@adlius Yeah, the font was colored blue before because it was technically a link, but the tabs aren't acting as links, so they shouldn't be blue.

I think ideally we'd make our own tab component that wraps and styles AriaTabs, then just replace those components out with our new one.

Ticket: ENG-3018
Feature flag: n/a

Purpose
Fix the accessibility problems with the usage of Bootstrap Tabs on the draft metadata page.
Summary of Changes

Replace the BsTab with ember-aria-tabs

Side Effects
Should be all localized to that page and control. I had to do a little work to keep from re-styling the list of subjects.
QA Notes
Make sure the tabs still work, and make sure the aria problems are fixed.


Add new VDP command to generate a random number

It would be nice to get an hardware generated number provided by the VDP.
That would use https://docs.espressif.com/projects/esp-idf/en/latest/esp32/api-reference/system/random.html
I don't know how it should be implemented in the MOS, though.

Hi, could you give me a specific use-case scenario for this?

This was from a Discord discussion. It appeared that having a good source of random numbers would be useful in game development.
It was a topic around this message:
https://discord.com/channels/1080130527908069467/1080274292622762085/1100057158520938517

The main use case that comes to mind for me is in simple AI mobile pathing. That said, in C and ASM we can probably generate a reasonable pseudo-random number...

so as I see it, generating random numbers for use inside your game code is something that's best done ez80 side, as @HeathenUK says.
a VDP command that generate a random number and sends it back to the ez80 would be rather slow and inefficient, purely in terms of the comms delays, and we should be able to do a good enough job purely on the ez80 side.
having said that, with the addition of the buffered commands API the situation has changed a bit.  it is now possible to run logic on the VDP side.
there are already enough commands as part of that API to implement a rudimentary random number generator on the VDP.
the buffered commands API however is not necessarily fixed in stone :D and there is the possibility to extend it's current functionality.  specifically the "adjust" operator could be extended.  see AgonConsole8/agon-vdp#52

@stevesims maybe a happy compromise would be to use the ESP32 random number generator to provide a seed for the eZ80 (read BBC BASIC) random number generator.

@breakintoprogram yep.  :grin:
I expect I'll add some extensions to the buffered commands API soonish - it's currently fairly capable, but a few enhancements could quite greatly up it's utility.  there's also potential to open up a whole load of fun things by integrating these buffers with the bitmap system.
adding in an ability to read data out from buffers on the VDP and send them over to the ez80 could be a cool addition and that could provide a mechanism for exposing a VDP-based random number generator back to the eZ80.
one related I had thought of putting in the buffered commands API docs was to block out a chunk of buffer IDs to reserve them for OS usage for exactly this kind of thing.  thinking about it, using buffered commands is potentially a way to help implement ENVELOPE support in BASIC (once there's a more sophisticated volume envelope type available that can do Acorn's funkier ADSR thing).  the difficulty in implementing ENVELOPE is mostly around Acorn applying envelopes to individual notes, whereas the system I implemented applies envelopes to channels - some short VDP-side functions may help with that.
blocking out buffer IDs wouldn't have any actual restrictions - it'd just be a documentation thing - a "please don't use these numbers" so we have a "safe" range of IDs we can use for command sequences and buffers, should we decide we ever want to use them in MOS or BASIC (or some other "OS" piece).  "assigning" 256 IDs to MOS, and another 256 IDs to BASIC still leaves the user with over 65000 IDs to play with.


Add QoS overriding

Resolves https://github.com/ros2/domain_bridge/issues/8

Adds support for configuring QoS policies per topic bridge.
Adds YAML support
Change default value for deadline and lifespan policies to be "infinite"

Users can opt-in to the automatic matching

I had to add a fix to CI to get a newer version of rclcpp (3951467)
I've cleaned up the commits for a ff-merge.


[fix] Simply correct wrong words

Purpose of the pull request
When review the code, found some wrong words, just correct it.

Is there any related issue for this PR?

Is there any related issue for this PR?

no, because the modification is simple enough and only for comments, do we need add a new issue?

@DarkAssassinator CI failed, could you please rebase the upstream dev?

@DarkAssassinator CI failed, please rebase the upstream dev.

but after rebase the upstream dev, no any more need commit and push, do not find any gap

@DarkAssassinator CI failed, please rebase the upstream dev.

but after rebase the upstream dev, no any more need commit and push, do not find any gap

That's expected behavior if no conflicts to be resolved. Just do git push --force.

Codecov Report

Merging #12174 (df746d3) into dev (6fc209a) will decrease coverage by 0.01%.
The diff coverage is n/a.

@@             Coverage Diff              @@
##                dev   #12174      +/-   ##
============================================
- Coverage     39.70%   39.69%   -0.02%
+ Complexity     4193     4190       -3
============================================
  Files          1016     1016
  Lines         38049    38011      -38
  Branches       4363     4349      -14
============================================
- Hits          15108    15087      -21
+ Misses        21196    21179      -17
  Partials       1745     1745

Impacted Files
Coverage Δ

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83.33% <0.00%> (-2.39%)
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81.66% <0.00%> (-0.31%)
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:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


Unable to move between pages

Defaults back to first page so had to get to second page

#139  pull request contains a fix for this bug


Electron apps disappearing and unable to be started again

Hyprland Version
 System/Version info
Hyprland, built from branch main at commit 2ead1fd22103ce065661555513bace5897083ded  (virtual-keyboard: emit event before finishing keyboard).
Date: Fri May 17 21:07:33 2024
Tag: v0.40.0-111-g2ead1fd2, commits: 4717

flags: (if any)

System Information:
System name: Linux
Node name: Archee
Release: 6.9.1-arch1-1
Version: #1 SMP PREEMPT_DYNAMIC Fri, 17 May 2024 16:56:38 +0000

GPU information:
00:02.0 VGA compatible controller [0300]: Intel Corporation Raptor Lake-S GT1 [UHD Graphics 770] [8086:a780] (rev 04) (prog-if 00 [VGA controller])
01:00.0 VGA compatible controller [0300]: NVIDIA Corporation TU106 [GeForce RTX 2060 SUPER] [10de:1f06] (rev a1) (prog-if 00 [VGA controller])

os-release: NAME="Arch Linux"
PRETTY_NAME="Arch Linux"
ID=arch
BUILD_ID=rolling
ANSI_COLOR="38;2;23;147;209"
HOME_URL="https://archlinux.org/"
DOCUMENTATION_URL="https://wiki.archlinux.org/"
SUPPORT_URL="https://bbs.archlinux.org/"
BUG_REPORT_URL="https://gitlab.archlinux.org/groups/archlinux/-/issues"
PRIVACY_POLICY_URL="https://terms.archlinux.org/docs/privacy-policy/"
LOGO=archlinux-logo

plugins:

Bug or Regression?
Bug
Description
VSCode and STM32CubeMX disappear and code is unable to be restarted (even with various flags), no logs anywhere, Cube stays running but isn't visible anywhere and can't also be restarted. I have to log out and restart Hyprland session.
Even though I currently use nvidia-dkms, it's totally reproducible both on my laptop & desktop and on Nouveau or nvidia-open-dkms and I can trigger it with 100% success rate.
How to reproduce
Start VSCode, start STM32CubeMX. Hover over pins in the chip view of Cube (when opened a project) and withing few "hovers" (just mouse over the pins) it will disappear and take VSCode for some reason with it.
Crash reports, logs, images, videos
No relevant logs I could find in journalctl -b. Also, for some reason, my $XDG_RUNTIME_DIR is set to /run/user/1000. Not sure why or what that means.

cool, it doesn't happen on my end.
Are they running in xwayland? Have you tried launching them from the terminal with WAYLAND_DEBUG=1?
Saying "it no work :(" wont help much here

cool, it doesn't happen on my end.
Are they running in xwayland? Have you tried launching them from the terminal with WAYLAND_DEBUG=1?
Saying "it no work :(" wont help much here

I knooow, I'm sorry, just not sure where to get relevant info. WAYLAND_DEBUG=1 with code did nothing for me, with STM32CubeMX the last few prints before crash are:
2024-05-18 21:07:23,926 [INFO] ThirdParty:841 - exiting critical section [change project]
2024-05-18 21:07:24,021 [INFO] PinOutPanel:1561 - setPackage(No Configuration,No Configuration)
2024-05-18 21:07:24,021 [INFO] PinOutPanel:1561 - setPackage(STM32F100RBTx,LQFP64)
2024-05-18 21:07:24,156 [INFO] UtilMem:75 - Before build in PCC Used Memory: 282563264 Bytes (373293056)
2024-05-18 21:07:24,426 [INFO] UtilMem:75 - After build in PCC Used Memory: 222110560 Bytes (373293056)
2024-05-18 21:07:24,438 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,438 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,439 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,440 [INFO] IPUIPlugin:80 - create IPUIPlugin
2024-05-18 21:07:24,444 [WARN] IP:2120 - I2C_Coeff_DF not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,444 [WARN] IP:2120 - Analog_Filter not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,532 [INFO] CADModel:165 - CPN selected for project levelSTM32F100RBT6B
2024-05-18 21:07:24,532 [INFO] CADModel:114 - Register for checkConnection events
2024-05-18 21:07:24,583 [WARN] IP:2120 - I2C_Coeff_DF not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,584 [WARN] IP:2120 - Analog_Filter not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,584 [WARN] IP:2120 - I2C_Coeff_DF not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,584 [WARN] IP:2120 - Analog_Filter not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,772 [INFO] OpenFileManager:343 - Restore cursor
2024-05-18 21:07:24,856 [WARN] IP:2120 - I2C_Coeff_DF not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,856 [WARN] IP:2120 - Analog_Filter not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,856 [WARN] IP:2120 - I2C_Coeff_DF not found: check if there is a RefParameter without a condition.
2024-05-18 21:07:24,856 [WARN] IP:2120 - Analog_Filter not found: check if there is a RefParameter without a condition.

And upon trying to launch it again (which fails):
log4j user configuration file not found: /home/bitwise/.stm32cubemx/log4j2.xml
Configure log4j with default settings from jar:file:/opt/stm32cubemx/STM32CubeMX!/log4j/log4j2.stm32cubemx.xml
2024-05-18 21:07:43,187 [INFO] MicroXplorer:98 - [MX] MX Start ==<PHONE_NUMBER>79
2024-05-18 21:07:43,188 [INFO] MicroXplorer:653 - Detected Java Version = 22

Where it just hangs.

sounds like some xwayland shenanigans tbh. IIRC vscode crashing is a vscode issue, there is an open bug report for that over there

sounds like some xwayland shenanigans tbh. IIRC vscode crashing is a vscode issue, there is an open bug report for that over there

Perhaps, but still am more concerned about the STM32CubeMX crashing. It makes it highly unusable due to the fact that I can set just a few pins before it crashes and I need to restart hyprland to be able to finish setting the pins.

This is not just an electron OR xwayland issue. The same thing is happening to me with Looking Glass (running under Wayland), though the repro steps are a little different. If I swap to another workspace for a while and swap back it will sometimes blink out of existence, but is still shown to be running in htop. I haven't experienced it with any other applications so far though. If I can find a more consistent repro I'll bisect, it's definitely a very recent issue.
I suppose it could be a separate bug, but it's strikingly similar.

@Ghosthree3  Just commenting to confirm exact same issue, when I have looking-glass-client instance in another workspace which is not focused on one of my monitor it randomly dissapers. Also having random input latency on the same exact vm. Some times I run the vm and its working as intended inside looking glass with high fps but sometimes fps is not going above 50-70. Glad I am not the only one, gotta try older versions of hyprland to finally confirm the bug is from latest versions

Update on my last comment, which very possibly has nothing to do with the original issue.
It's a hack, but you can use the new renderunfocused rule to stop the LG window crashing out of existence. windowrulev2 = renderunfocused,class:^(looking-glass-client)$
The no rule behavior is still definitely a bug that hopefully gets fixed one day (window disappears but process is still running, entire system frame rate drops to around 30), but this should prevent it happening for now.
I should probably open a new issue for this at some point, still to this day no other application I use day to day exhibits this behavior.
@VPavliashvili ping to test workaround.

Hello @Ghosthree3
Thanks for your suggestion, I will definitely test this as far as I will be able to. Also I want to add that from my first comment only window crash is hyprland related, low fps and jittering was on looking-glass's side

I tried renderunderfocused hack as you suggested but I was not able to test this properly. For some reason looking-glass-client window dies instantly after launch but the process itself remains alive, its like same bug but now instantly without unfocused stuff. I have triple monitor setup and maybe that might be a case, i dont know...
the version is latest:
Hyprland, built from branch main at commit 6934e7aa2b300bc4565855a4092fb34de8a9a8d2  (textinput: don't deactivate ime if another ti is focused (7617)).
Date: Sun Sep 1 23:33:31 2024
Tag: v0.42.0-109-g6934e7aa, commits: 5178

Just commenting in case anyone sees this. I used Ghosthree's suggestion:
windowrulev2 = renderunfocused,class:^(looking-glass-client)$

and this fixed all my issues with Looking Glass disappearing and slowing my system down to a crawl on Hyprland. Tested and working on hyprlang-git 0.5.3.r0.gf054f2e4-1.

Facing the same issue here... sin e yesterday,  no chromium app is launching,  no electron app is launching,
Except firefox...
Any suggestions

same here, chromium, vscodium, discord — all are refusing to launch

please the solution is here, 👇👇👇👇👇👇👇👇
**~ ➤ sudo rm ~/.icons/default/index.theme**
this seems to be caused by nwglook(GTK Settings) , so just remove that default dir
@Ghosthree3 @lvctr @shinobiultra @DrShadow34 @VPavliashvili


stock_market_data

Aim
Send SMS using Twilio in Python
Description
Get the data of your favorite stock with this script.
This Script will give you the data about your favourite stock.
It will ask for various inputs such as freq, start date, end date, stock name.

@avinashkranjan sir plss review it and assign me under DWOC

Go ahead @Ayush7614

@avinashkranjan can you assign this to me under GSSOC21?

@L3thal14 good luck!