Unreal Engine 4.26 + Wwise 2021 - Rebuilding

Hi,
I'm trying to rebuild a previously functioning project on a new drive, after moving it to a faster SSD and have kept all the versions and settings as close as I can to the original. (Wwise 2<IP_ADDRESS>75 + UE 4.26.2)
However when trying to rebuild I'm getting compile errors about the APU or code being out of date with UE and lots of functions being depreciated. (I'll include a screenshot)
I was wondering if there would be a way to update these errors without diving into the code myself and potentially messing things up?
Also side note, I saw on the UE documentation/roadmap there may be PA integration within UE5. Any news on how to implement PA into UE5 in the meantime or when it will be officially integrated in UE5?
Thanks!
Nathan
Here is the error log from VS when building:

Rebuild started...
1>------ Rebuild All started: Project: disappearance, Configuration: Development_Editor x64 ------
1>Cleaning disappearanceEditor and UnrealHeaderTool binaries...
1>Creating makefile for disappearanceEditor (no existing makefile)
1>Parsing headers for disappearanceEditor
1>  Running UnrealHeaderTool "G:\disappearance\UE Project\disappearance\disappearance.uproject" "G:\disappearance\UE Project\disappearance\Intermediate\Build\Win64\disappearanceEditor\Development\disappearanceEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\natha\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
1>Reflection code generated for disappearanceEditor in 15.4907414 seconds
1>Building disappearanceEditor...
1>Using Visual Studio 2019 14.31.31107 toolchain (G:\Visual Studio 2022\VC\Tools\MSVC\14.31.31103) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 40 actions with 4 processes...
1>  [1/40] Default.rc2
1>  [2/40] Default.rc2
1>  [3/40] Default.rc2
1>  [4/40] Default.rc2
1>  [5/40] Default.rc2
1>  [6/40] SharedPCH.UnrealEd.NonOptimized.ShadowErrors.cpp
1>  Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
1>  [7/40] SharedPCH.UnrealEd.ShadowErrors.cpp
1>  Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
1>  [8/40] SharedPCH.Engine.ShadowErrors.cpp
1>  Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
1>  [9/40] Module.ProjectAcousticsBakeUI.gen.cpp
1>G:\disappearance\UE Project\disappearance\Plugins\Project Acoustics\Source\ProjectAcousticsBakeUI/Classes/AcousticsProbeVolume.h(57): warning C4996: UProperty has been renamed to FProperty Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>  [10/40] Module.AkAudio.gen.1_of_6.cpp
1>  [11/40] Module.ProjectAcousticsBakeUI.cpp
1>G:/disappearance/UE Project/disappearance/Plugins/Project Acoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsDataFactory.cpp(60): warning C4996: 'CreatePackage': Use CreatePackage overload that does not take the first Outer parameter. Specifying non-null outers for UPackages is no longer supported. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>G:\disappearance\UE Project\disappearance\Plugins\Project Acoustics\Source\ProjectAcousticsBakeUI\Classes\AcousticsProbeVolume.h(57): warning C4996: UProperty has been renamed to FProperty Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>G:/disappearance/UE Project/disappearance/Plugins/Project Acoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbeVolume.cpp(23): warning C4996: UProperty has been renamed to FProperty Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>G:/disappearance/UE Project/disappearance/Plugins/Project Acoustics/Source/ProjectAcousticsBakeUI/Private/SAcousticsEdit.cpp(290): warning C4996: 'FToolBarBuilder::FToolBarBuilder': FToolBarBuilder constructor that takes in an EOrientation is deprecated.  Use one of the specific per-type FToolbarBuilder overrides instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>  [12/40] Module.AkAudio.1_of_3.cpp
1>  [13/40] Module.AkAudio.3_of_3.cpp
1>  [14/40] Module.AkAudio.gen.2_of_6.cpp
1>  [15/40] Module.AkAudio.gen.3_of_6.cpp
1>  [16/40] Module.AkAudio.gen.5_of_6.cpp
1>  [17/40] Module.AkAudio.gen.4_of_6.cpp
1>  [18/40] MyWorldSettings.gen.cpp
1>  [19/40] Blank_GameMode.gen.cpp
1>  [20/40] Blank_GameMode.cpp
1>  [21/40] Module.ProjectAcoustics.gen.cpp
1>  [22/40] disappearance.init.gen.cpp
1>  [23/40] MyWorldSettings.cpp
1>  [24/40] disappearance.cpp
1>  [25/40] UE4Editor-disappearance.lib
1>     Creating library G:\disappearance\UE Project\disappearance\Intermediate\Build\Win64\UE4Editor\Development\disappearance\UE4Editor-disappearance.lib and object G:\disappearance\UE Project\disappearance\Intermediate\Build\Win64\UE4Editor\Development\disappearance\UE4Editor-disappearance.exp
1>  [26/40] UE4Editor-ProjectAcousticsBakeUI.lib
1>     Creating library G:\disappearance\UE Project\disappearance\Plugins\Project Acoustics\Intermediate\Build\Win64\UE4Editor\Development\ProjectAcousticsBakeUI\UE4Editor-ProjectAcousticsBakeUI.lib and object G:\disappearance\UE Project\disappearance\Plugins\Project Acoustics\Intermediate\Build\Win64\UE4Editor\Development\ProjectAcousticsBakeUI\UE4Editor-ProjectAcousticsBakeUI.exp
1>  [27/40] Module.AudiokineticTools.gen.cpp
1>  [28/40] Module.ProjectAcoustics.cpp
1>G:/disappearance/UE Project/disappearance/Plugins/Project Acoustics/Source/ProjectAcoustics/Private/AcousticsAudioComponent.cpp(361): error C2039: 'SetMultipleObstructionAndOcclusion': is not a member of 'FAkAudioDevice'
1>  G:\disappearance\UE Project\disappearance\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(108): note: see declaration of 'FAkAudioDevice'
1>G:/disappearance/UE Project/disappearance/Plugins/Project Acoustics/Source/ProjectAcoustics/Private/AcousticsSpace.cpp(174): error C2039: 'SendPluginCustomGameData': is not a member of 'FAkAudioDevice'
1>  G:\disappearance\UE Project\disappearance\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(108): note: see declaration of 'FAkAudioDevice'
1>  [29/40] UE4Editor-disappearance.dll
1>     Creating library G:\disappearance\UE Project\disappearance\Intermediate\Build\Win64\UE4Editor\Development\disappearance\UE4Editor-disappearance.suppressed.lib and object G:\disappearance\UE Project\disappearance\Intermediate\Build\Win64\UE4Editor\Development\disappearance\UE4Editor-disappearance.suppressed.exp
1>  [30/40] Module.AkAudio.gen.6_of_6.cpp
1>  [31/40] Module.AkAudio.2_of_3.cpp
1>  [32/40] UE4Editor-AkAudio.lib
1>     Creating library G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AkAudio\UE4Editor-AkAudio.lib and object G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AkAudio\UE4Editor-AkAudio.exp
1>  [33/40] UE4Editor-AkAudio.dll
1>     Creating library G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AkAudio\UE4Editor-AkAudio.suppressed.lib and object G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AkAudio\UE4Editor-AkAudio.suppressed.exp
1>  [34/40] Module.AudiokineticTools.cpp
1>  [35/40] UE4Editor-AudiokineticTools.lib
1>     Creating library G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AudiokineticTools\UE4Editor-AudiokineticTools.lib and object G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AudiokineticTools\UE4Editor-AudiokineticTools.exp
1>  [36/40] UE4Editor-AudiokineticTools.dll
1>     Creating library G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AudiokineticTools\UE4Editor-AudiokineticTools.suppressed.lib and object G:\disappearance\UE Project\disappearance\Plugins\Wwise\Intermediate\Build\Win64\UE4Editor\Development\AudiokineticTools\UE4Editor-AudiokineticTools.suppressed.exp
1>G:\Visual Studio 2019\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(51,5): error MSB3073: The command ""G:\Unreal Engine\UE_4.26.2\UE_4.26\Engine\Build\BatchFiles\Rebuild.bat" disappearanceEditor Win64 Development -Project="G:\disappearance\UE Project\disappearance\disappearance.uproject" -WaitMutex -FromMsBuild" exited with code -1.
1>Done building project "disappearance.vcxproj" -- FAILED.
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========

@NathanCleary123  I'm sorry that you are experiencing these problems with getting the plugin to build.  We are planning on releasing a UE5 plugin (w/ no Wwise dependency) via the Unreal Marketplace this coming week which should address your concerns.  In the following weeks, we'll also be releasing a Unreal + Wwise update that will work with both UE4.27 and UE5.0.

Hey Noel,
Ohhh excellent! That's exciting to hear and congrats on the development being officially included etc with Unreal!
I assume it will still be compatible with Wwise for if we wanted to use the previous workflow? i.e. mixing in Wwise using the Mixer Plugin? Will there be documentation on how the bus setup may be different etc from the previous integration or will it be the same/similar?
Thanks!
Nathan

@NathanCleary123 yes, we will have an offering in a couple of weeks that will use Wwise 2021.  The workflow will be a little different since we'll be taking advantage of the object pipeline available in Wwise 2021 and we'll be doing away with the mixer plugin we've used in the past.  The documentation update which is going live this week will have the details about the setup.

Excellent!
Could you let me know on here about the release or point me to the best place to get up to date information? (Especially about the Wwise Integration for UE4)
Thanks!

3.0 is available now!

Excellent! Congrats on the launch!
All downloaded and excited to get it reintegrated but hit with the inevitable wall of errors. :/
So I did the installation as mentioned, except the 'Modify Wwise in Project' step for the binaries as it seems that in the new Wwise launcher that option isn't available anywhere.
I've rebuilt from Visual Studio 2019 and launched UE, checked Python and everything but in Wwise 2021.1.0 it can't find the audio effect plugin which had all my previously tweaked and tested parameter settings saved, so I hope there's a way to save all that and not have to re-do everything!
Here's the Project Load Log from Wwise:
Time	ID	Message	Parameters
Warning	13:15:36	PluginNotFound	The Plug-in 'Project Acoustics Mixer' was not found for '\Master-Mixer Hierarchy\Default Work Unit\Master Bus\PA Reverb Mix\Project Acoustics Bus\Project Acoustics Mixer (Custom)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Custom)
Warning	13:15:36	EffectPluginNotInstalled	'\Master-Mixer Hierarchy\Default Work Unit\Master Bus\PA Reverb Mix\Project Acoustics Bus\Project Acoustics Mixer (Custom)' uses the audio effect plugin 'Project Acoustics Mixer', which is not installed.	Project Acoustics Mixer (Custom)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\TEMP_DoorPeople_Door_Person_VO_Help\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\TEMP_DoorPeople_Door_Person_VO_Help\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\DoorPerson_Seq\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\DoorPerson_Seq\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\BangingOnDoor_RC\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\DoorPerson\DoorPerson_Mix\BangingOnDoor_RC\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\CandleFlame\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\CandleFlame\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Overhead Light Hum\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Overhead Light Hum\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Vinyl Player\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Vinyl Player\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\FliesBuzzing_RC\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\FliesBuzzing_RC\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\CeilingFan_RC\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\CeilingFan_RC\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Doors\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Doors\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Doors\DoorsLocked_RC\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Doors\DoorsLocked_RC\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\TV_Mixer\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\TV_Mixer\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Radiators\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Radiators\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Storage_ObjectsCrashing_Mixer\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\Storage_ObjectsCrashing_Mixer\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\OldClockTimer\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\OldClockTimer\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\PunchingBag\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\EnvironmentalSFX\EnvironmentalSFX_Mix\PunchingBag\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\LittleMiss\LittleMissVO_Mix\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\LittleMiss\LittleMissVO_Mix\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\MonstersVO\MonsterVO_Mix\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\MonstersVO\MonsterVO_Mix\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Player_MaterialMovement\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Player_MaterialMovement\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\PlayerFootsteps_Master_Switch\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\PlayerFootsteps_Master_Switch\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Player_Flashlight\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Player_Flashlight\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Player_Flashlight\UseFlashlight_Off\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PlayerFoley_Mix\Player_Flashlight\UseFlashlight_Off\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PickupKeys_RC\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\PlayerFoley\PlayerFoley\PickupKeys_RC\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\PlayerVO\HenryJacobVO\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\Dialogue\PlayerVO\HenryJacobVO\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Spare Room Rain\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Spare Room Rain\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Spare Room Rain\Ambisonic_LightRainBedroom_DoorOpen_Ambix_Window1\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Spare Room Rain\Ambisonic_LightRainBedroom_DoorOpen_Ambix_Window1\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'AttachableMixerInput' was not found for '\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Spare Room Rain\Ambisonic_3rdFloorWindowHeavyRain_Close_Ambix_Window2\Project Acoustics Mixer (Attached)'. Edition and playback won't be available for this object.	Project Acoustics Mixer (Attached)
Warning	13:15:36	EffectPluginNotInstalled	'\Actor-Mixer Hierarchy\Default Work Unit\EnvironmentSFX\Rain\Rain_Mix\WindowRain\Spare Room Rain\Ambisonic_3rdFloorWindowHeavyRain_Close_Ambix_Window2\Project Acoustics Mixer (Attached)' uses the audio effect plugin 'AttachableMixerInput', which is not installed.	Project Acoustics Mixer (Attached)
Warning	13:15:36	PluginNotFound	The Plug-in 'Project Acoustics Metadata' was not found for '\Metadata\ProjectAcoustics\PA_Metadata_RTPCs'. Edition and playback won't be available for this object.	PA_Metadata_RTPCs
Warning	13:15:36	MetadataPluginNotInstalled	'\Metadata\ProjectAcoustics\PA_Metadata_RTPCs' uses the audio metadata plugin 'Project Acoustics Metadata', which is not installed.	PA_Metadata_RTPCs

Excellent! Congrats on the launch!
All downloaded and excited to get it reintegrated but hit with the inevitable wall of errors. :/
So I did the installation as mentioned, except the 'Modify Wwise in Project' step for the binaries as it seems that in the new Wwise launcher that option isn't available anywhere.
I've rebuilt from Visual Studio 2019 and launched UE, checked Python and everything but in Wwise 2021.1.0 it can't find the audio effect plugin which had all my previously tweaked and tested parameter settings saved, so I hope there's a way to save all that and not have to re-do everything!
Here's the Project Load Log from Wwise:

Also got this Output Error Log from Unreal Engine 4.26 when trying to rebuild banks etc:
LogAkAudio: Error: Media was not loaded for this source: 145049907
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkSoundData: Error: Mac: Bank 'Init' includes a 'Project Acoustics Mixer' Effect named 'Project Acoustics Mixer (Custom)', but that plug-in is not installed. Either install it or remove all references to it from the project.
LogAkSoundData: Error: Windows: Bank 'Init' includes a 'Project Acoustics Mixer' Effect named 'Project Acoustics Mixer (Custom)', but that plug-in is not installed. Either install it or remove all references to it from the project.
LogAkSoundData: Error: Mac: Bank 'Init' includes a 'Project Acoustics Mixer' Effect named 'Project Acoustics Mixer (Custom)', but that plug-in is not installed. Either install it or remove all references to it from the project.
LogAkSoundData: Error: Windows: Bank 'Init' includes a 'Project Acoustics Mixer' Effect named 'Project Acoustics Mixer (Custom)', but that plug-in is not installed. Either install it or remove all references to it from the project.

Starting in our 3.0 release, we moved to only supporting Wwise 2021+ and their audio object pipeline. We now ship an audio object processor plugin for Wwise. There's many, many reasons we did this. Perhaps the simplest one is that AK is moving away from mixer plugins and have said they won't work after Wwise 2022.1.
Check out our updated docs for getting going with the new Wwise support. There is some work to do, but hopefully you'll find it's a lot simpler and more intuitive than it was before. https://docs.microsoft.com/en-us/gaming/acoustics/unreal-wwise-integration

I see that all makes sense and I'm excited to try out the new system but I had everything dialed in settings wise on the previous setup which is all lost now unless I can hack my way back to getting it back in it's previous state! :(
So is it only possible to keep these previous settings by trying to revert back to the old Mixer Plug-In method? Wondering if there would be some way to salvage it that won't take a whole week of trial and error.
(That's interesting they're getting rid of Mixer Plugins, good little nugget of info. Any idea why?)

Sorry to hear you've lost your previous state. In general, it's always good to try upgrading any piece of software on a copy of your project to ensure you don't lose state in case things go wrong.
Your understanding is correct. The settings from the mixer plugin setup don't automatically translate to the object processor plugin, primarily because the bussing with the mixer plugin was backwards to how you'd normally use Wwise. There is manual work required to migrate.
You'll have to contact AK for information on why they are removing mixer plugins. They briefly mentioned it on last week's Wwise up on air when discussing 2022.1.

Hey Mike,
Ok thanks for the info. I am indeed working from a Copy so it should be fine in the long run.
I'll have a look at seeing if I can dial it back in with the new system as I was getting the previous 'Properties have been Renamed' issue when trying to reinstall Wwise with the old Mixer Plugin technique as it seems some of the UE terminology etc has changed in C++.
In a worst case scenario, would there be a way to update these errors? (i.e. rename the outdated names at the top of this post)

Sorry for the bombardment of messages but just trying to clean out the old PA system and it's getting a little fiddly.
I'm also getting this error in the Wwise project which had the previous PA integration. Can't seem to un-reference the named objects etc from the previous Mixer Plug In even though I've rearranged and disabled it. Maybe there's a folder directory or something I'm missing so I can permanently remove the previous integration from the Wwise project?

The "property renamed" messages are warnings, and can safely be ignored.
Similarly, the messages about Project Acoustics Metadata are warnings, and can safely be ignored.
To remove mixer plugin references, you either need to remove the mixer plugin from every bus while it is still installed, or go through all the .wwu files in your project and manually delete any XML blocks you find that reference it.

Thanks Mike, good to know. Going through the .wmu code and removing those references manually by searching "attachablemixer" did the trick! ;)

Marking this issue closed, feel free to open new issues for any more questions you have.


Constructing static arrays via lambda

Right now we can't construct a static array (e.g. [3 * int]) with a lambda, which makes things like MultiArray a little difficult.
Let's implement the static array syntax described in https://docs.google.com/document/d/1p9RC6sK8UyD8PO81CgCJx5sTAGmjoo6ZhFlR0xvR60Q/edit#heading=h.iq2fu5y82ifu

Done at HEAD!


Crash with many players

Explorer Alpha build version:
Main
Issue Description:
Player.log
maybe related to #779
Steps to reproduce:

Play with 4 or 5 players
Run around together
Crash

Re-test when we fix: #779

During playtests this was not happening anymore.


:bug: adding entrypoint to copy source from mount to container

Basically the biggest issue with running on Mac and windows is the virtualization layer and file i/o over that virtualization.
Podman is currently working on this; until that is finished, copying the source to the container to reduce file i/o speeds up the process by quite a bit.
I am seeing 5-minute runs after this change for analyzing coolstuff-javaee from 24min with the same output.

For others interested this is the podman issue mentioned. https://github.com/containers/podman/issues/16994

/hold
Want to see if I can increase the speed of the other one too with a simple change

/unhold this should be working!


how to change main workspace

I want to change to github.
but it  always points to the google driver.
Thank you for your reply.

Yes, I need the function also.
Also hope stackedit open the alipay sponsor

It would be a great feature ! Still hopping ^^

same!

this doesn't exists even in 2024


sso_target_url is arbitrary when parsed from idp metadata file

There are two similar binding fields in an IdP metadata file: urn:oasis:names:tc:SAML:2.0:bindings:HTTP-POST and urn:oasis:names:tc:SAML:2.0:bindings:HTTP-Redirect. The single_signon_service_url that creates the sso_target_url arbitrarily chooses the first of these two binding fields. There should be an option to choose the one needed. Many IdPs appear to use the same value for the HTTP-POST and HTTP-Redirect; however, when they don't, some single sign on implementations will break.

Hi -- I'm interested in helping fix this if possible. We're using your IdpMetadataParser, but we can't be sure whether we get a Redirect or a Post endpoint from single_signon_service_url.
Based on this comment, it looks like RubySaml is only supporting HTTP-Redirect for the single_logout_service_url. Can we make the same restriction for the single_signon_service_url?

Both SSO and SLO should be HTTP-Redirect, can you provide a PR?

Yep, we sure will. @kahlouie is working on it now. Thanks!

Fixed


Env var for exploded wars

50-tomcat.bash already checks for ROOT directory (aka exploded war) and extracts ROOT.war only if it's not there or if it's older than the .war.
This PR just exposes the env variables that the runtime builder can use to know where to place the exploded war.

@meltsufin fixed! PTAL


JBPM-4867 - fixed value for disabling executor service

looks good to me, let's wait for jenkins and if all good then merge it


notary server issues

NOTE: I receive the same/similar error following the guide from the main
docker notary page that says to just do:
        docker-compose up

URL: https://docs.docker.com/notary/running_a_service/#run-a-service-for-testing-or-development

Following the notary server guide here: https://github.com/docker/notary
after cloning the repo
docker-compose build
docker-compose up -d

Then I get
Pulling mysql (mariadb:10.1.10)...
10.1.10: Pulling from library/mariadb
03e1855d4f31: Already exists
a3ed95caeb02: Already exists
ea9cb3d7d346: Already exists
e47839e262bb: Already exists
f568a56c1fd0: Already exists
cc98c1dfbf81: Already exists
98a99d2efdc4: Already exists
0b304232c8e6: Already exists
d65a44f4573e: Already exists
Digest: sha256:10d0179f08a4fb0c785142ca73367921f46a93c2ee7c84831ae3543522156a6c
Status: Downloaded newer image for mariadb:10.1.10
notary_mysql_1 is up-to-date
notary_signer_1 is up-to-date
Recreating notary_server_1 ...
Recreating notary_server_1 ... error

ERROR: for notary_server_1  no such image: sha256:4a40c8ff05c7b6d3bace47b061fd9f20df5530738eeaee1b6680a78d6fc46982: No such image: sha256:4a40c8ff05c7b6d3bace47b061fd9f20df5530738eeaee1b6680a78d6fc46982

ERROR: for server  no such image: sha256:4a40c8ff05c7b6d3bace47b061fd9f20df5530738eeaee1b6680a78d6fc46982: No such image: sha256:4a40c8ff05c7b6d3bace47b061fd9f20df5530738eeaee1b6680a78d6fc46982
ERROR: Encountered errors while bringing up the project.

@choman: hmm, I'm unable to reproduce.  What version of docker and docker-compose are you using?

closing this issue due to inactivity, @choman let us know if you're still running into this


Login failed

I am having this issue:
FetchError: request to https://europe-west1.gcp.stitch.mongodb.com/api/client/v2.0/app/<REAM_APP_ID>/auth/providers/api-key/login failed, reason: getaddrinfo ENOTFOUND europe-west1.gcp.stitch.mongodb.com.

The new domains supported no-longer use the old 'stitch' name. You need to use http://europe-west1.gcp.realm.mongodb.com/ instead.

The config is also using version ^1.5.1 - you want to be using 2.0 at this point as that has all the new domains in.

How to do that? I just follow your code.

I think if you just update the package.json to say
"realm-web": "^2.0.0"
not
"realm-web": "^1.5.1"
It will fix this for you.
On Mon, 24 Oct 2022, 19:38 Raul Retuerto, @.***> wrote:

How to do that? I just follow your code.
—
Reply to this email directly, view it on GitHub
https://github.com/mongodb-developer/cloudflare-worker-rest-api-atlas/issues/8#issuecomment-1289439732,
or unsubscribe
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You are receiving this because you commented.Message ID:
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Fixed in the latest update I just did.


How to use Web Api for POST with restsharp?

I want to do a POST with restsharp.
The login is a POST and is successful, but when I want to do a POST with data I have some problems, what is the best way to do it?
I need a example. Thanks

You gotta use a CookieContainer, as need to send Auth cookie after Login to other service methods, ask in RestSharp repo maybe.


Regression in draw_rect_variable_paint.skwasm.drawFrameDuration.average

https://flutter-flutter-perf.skia.org/e/?begin=1683910573&end=1695345623&keys=Xed2eff54443a26af4263ce51cdfc1509&requestType=0&selected=commit%3D36940%26name%3D%252Carch%253Dintel%252Cbranch%253Dmaster%252Cconfig%253Ddefault%252Cdevice_type%253Dnone%252Cdevice_version%253Dnone%252Chost_type%253Dlinux%252Csub_result%253Ddraw_rect_variable_paint.skwasm.drawFrameDuration.average%252Ctest%253Dweb_benchmarks_skwasm%252C&xbaroffset=36940
On the engine roll at https://github.com/flutter/flutter/commit/07e70a40867ca9abb276c832e362a7e051d45576
Containing https://github.com/flutter/engine/pull/46061, which is the only one I'm seeing that looks related cc @eyebrowsoffire

This is a duplicate of https://github.com/flutter/flutter/issues/135167. It's an expected measurement change.


cmd/go: fmt does not respect or have defined -mod

What version of Go are you using (go version)?
go version go1.11 darwin/amd64
Does this issue reproduce with the latest release?
Yes. 1.11 is the current latest release
What operating system and processor architecture are you using (go env)?
darwin/amd64
What did you do?
$ mkdir -p /tmp/scratch/fmtex
$ cd /tmp/scratch/fmtex
$ go mod init fmtex
$ cat <<EOF > hello.go
package main

import (
  "go.uber.org/zap"
)

func main() {
    logger, _ := zap.NewProduction()
    defer logger.Sync()
    logger.Info("Hello")
}
EOF

$ go run hello.go
$ go mod vendor
$ chmod -R 776 $GOPATH/pkg/mod/*
$ rm -rf $GOPATH/pkg/mod
$ export GOPROXY="off"
$ export GOFLAGS="-mod=vendor"
$ go run hello.go
{"level":"info","ts":1537854151.3013902,"caller":"fmtex/hello.go:10","msg":"Hello"}

This demonstrates that we have an example program using the vendor directory and GOPROXY is set to off.
Now we want to run go fmt
$ go fmt .
go<EMAIL_ADDRESS>module lookup disabled by GOPROXY=off
go<EMAIL_ADDRESS>module lookup disabled by GOPROXY=off
go<EMAIL_ADDRESS>module lookup disabled by GOPROXY=off
go: error loading module requirements

try using -mod=vendor
$ go fmt -mod=vendor .
flag provided but not defined: -mod
usage: go fmt [-n] [-x] [packages]
Run 'go help fmt' for details.

try using gofmt
$ gofmt -l .
hello.go

What did you expect to see?
go fmt should format source files using gofmt -l -w . . The documentation indicates:
Fmt runs the command 'gofmt -l -w' on the packages named
by the import paths. It prints the names of the files that are modified.

What did you see instead?
Instead of go fmt running gofmt -l -w . it first tries to load modules ignoring -mod=vendor. It is also unclear why go fmt requires loading modules if it just runs gofmt which works without loading modules.

/cc @bcmills @myitcv

I think you have some sort of environment issue here.
GOPROXY="off" GOFLAGS="-mod=vendor" gofmt .

gives the output:
$ egrunner -out std script.sh
$ export GOPATH=/tmp/tmp.6JmYsgOqIM
$ unset GOPROXY GOFLAGS
$ cd /tmp/tmp.oZGjJxN1NV
$ go mod init example.com/fmtex
go: creating new go.mod: module example.com/fmtex
$ cat <<EOF >hello.go
package main

import (
  "go.uber.org/zap"
)

func main() {
    logger, _ := zap.NewProduction()
    defer logger.Sync()
    logger.Info("Hello")
}
EOF
$ go run hello.go
go: finding go.uber.org/zap v1.9.1
go: downloading go.uber.org/zap v1.9.1
go: finding go.uber.org/multierr v1.1.0
go: finding go.uber.org/atomic v1.3.2
go: downloading go.uber.org/multierr v1.1.0
go: downloading go.uber.org/atomic v1.3.2
{"level":"info","ts":1537870453.3103888,"caller":"tmp.vm8Xl8pJwF/hello.go:10","msg":"Hello"}
$ go mod vendor
$ GOPROXY="off" GOFLAGS="-mod=vendor" go run hello.go
{"level":"info","ts":1537870454.1195014,"caller":"tmp.vm8Xl8pJwF/hello.go:10","msg":"Hello"}
$ GOPROXY="off" GOFLAGS="-mod=vendor" go fmt .
hello.go
$ GOPROXY="off" GOFLAGS="-mod=vendor" gofmt .
package main

import (
        "go.uber.org/zap"
)
...

@myitcv I think you missed the step to remove the cached modules. Without the step, the cache is being used, ignoring -mod=vendor.
Modifying your example to include changing to a new GOPATH. Using rm -rf  in the original example was probably not a good idea.
export GOPATH=$(mktemp -d)
unset GOPROXY GOFLAGS
cd $(mktemp -d)
go mod init example.com/fmtex
cat <<EOF > hello.go
package main

import (
  "go.uber.org/zap"
)

func main() {
    logger, _ := zap.NewProduction()
    defer logger.Sync()
    logger.Info("Hello")
}
EOF

go run hello.go
go mod vendor
GOPROXY="off" GOFLAGS="-mod=vendor" go run hello.go
GOPROXY="off" GOFLAGS="-mod=vendor" go fmt .

GOPROXY="off" GOFLAGS="-mod=vendor" gofmt -l .

Gives output:
$ export GOPATH=$(mktemp -d)
$ unset GOPROXY GOFLAGS
$ cd $(mktemp -d)
$ go mod init example.com/fmtex
go: creating new go.mod: module example.com/fmtex
$ cat <<EOF > hello.go
> package main
>
> import (
>   "go.uber.org/zap"
> )
>
> func main() {
>     logger, _ := zap.NewProduction()
>     defer logger.Sync()
>     logger.Info("Hello")
> }
> EOF
$
$ go run hello.go
go mod vendor
GOPROXY="off" GOFLAGS="-mod=vendor" go run hello.go
GOPROXY="off" GOFLAGS="-mod=vendor" go fmt .

I think you missed the step to remove the cached modules.

I did indeed forget to ask why you had included that :)
Makes sense now, thanks.
cc @rsc @bcmills to confirm expected behaviour here. I suspect this is also an issue for the other tools (vet, fix etc?)

Using rm -rf in the original example was probably not a good idea.

You probably wanted go clean -modcache?

Most commands take all the build flags (documented in go help build) but a few, including fmt, know that most of the build flags are irrelevant if you're only loading packages and not building them, and so they only accept -n and -x. But -mod is now also relevant to package loading and should be included in those commands. Probably anything using base.AddBuildFlagsNX should be checked to see if should be something like AddLoadFlags instead.

I tried using the env form, but that did not work out as hoped...
export GOFLAGS="-mod=vendor"

//go:generate go fmt ./...

go generate ./...

Still downloaded loads of stuff instead of using the vendor directory.


libbootimg: Add support Sony ELF boot image format

Tested extensively on Huashan, complete ELF bootimage and MultiROM support achieved.

Thanks! Added some comments, take a look please.

Redid it all, works fine.


Updates AuthEngine to pass the correct SecretKeySpec format

AuthEngineSuite was passing on some platforms (MacOS), but failing on others (Linux) with an InvalidKeyException stemming from this line. We should explicitly pass AES as the key format.
What changes were proposed in this pull request?
Changes the AuthEngine SecretKeySpec from "RAW" to "AES".
Why are the changes needed?
Unit tests were failing on some platforms with InvalidKeyExceptions when this key was used to instantiate a Cipher.
Does this PR introduce any user-facing change?
No.
How was this patch tested?
Unit tests on a MacOS and Linux platform.

Can one of the admins verify this patch?

Jenkins test this please

Test build #142652 has started for PR 33790 at commit 514dba7.

Can one of the admins verify this patch?

Kubernetes integration test starting
URL: https://amplab.cs.berkeley.edu/jenkins/job/SparkPullRequestBuilder-K8s/47153/

Kubernetes integration test status success
URL: https://amplab.cs.berkeley.edu/jenkins/job/SparkPullRequestBuilder-K8s/47153/

Test build #142652 has finished for PR 33790 at commit 514dba7.

This patch fails Spark unit tests.
This patch merges cleanly.
This patch adds no public classes.

Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder-K8s/47153/

Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder/142652/

Jenkins retest this please

Test build #142656 has started for PR 33790 at commit 514dba7.

Kubernetes integration test starting
URL: https://amplab.cs.berkeley.edu/jenkins/job/SparkPullRequestBuilder-K8s/47157/

Kubernetes integration test status success
URL: https://amplab.cs.berkeley.edu/jenkins/job/SparkPullRequestBuilder-K8s/47157/

Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder-K8s/47157/

Test build #142656 has finished for PR 33790 at commit 514dba7.

This patch passes all tests.
This patch merges cleanly.
This patch adds no public classes.

Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder/142656/

Can one of the admins verify this patch?

(This is a follow-up to https://github.com/apache/spark/commit/3b0dd14f1c5dd033ad0a6295baa288eda9dfe10a )

Merged to master/3.2/3.1/3.0


2 minibosses listed in the bosses checklist.

Greyoll in Dragonbarrow, and the Tibia mariner on the Mountaintops of the giants are just non-respawning enemies/minibosses, but they don't have a boss health bar.

Bosses list comes from here https://eldenring.wiki.fextralife.com/Bosses. It is true that both of these bosses do not have health bars, but until they get taken off these lists I don't feel comfortable removing them. I think Greyoll especially is a boss many people specifically remember in their play through, and will probably come to the issues section to have it added back if it were removed.

I mean the game literally doesn't consider it a boss. So IDK why would the opinion of whoever edited the wiki matter, but you do you I guess. (Although I did just edit the wiki page to fix it, so if the wiki is the ultimate guide of what's right and wrong it's currently indeed accurate)

I get that you feel strongly about this topic, though there is a better way to have a discussion on this.
In the past I have ruled on bosses who have no boss bars won't be counted #83
And I do see the point. The game likes to reuse assets whenever they can, crucible knight is a great example

Obviously no one would consider stormveil castle crucible knight as a boss but just a strong enemy.
I think it mostly comes down to more times an enemy asset is used the more the novelty of that enemy wears off. And I think the tree avatars and tibia mariner also fall into that category. There is only one Elder Dragon Greyoll though and I think the impact/novelty of this boss still holds pretty strongly for most players. e.g. https://screenrant.com/elden-ring-caelid-white-dragon-greyoll-dragonbarrow-farming/

Well I mean yeah, Greyoll is an important/interesting enemy, and sure she's a novelty enemy with the way you kill her, but I don't see what does that have to do with the boss status. Like an enemy being a boss is just the existence of a boss health bar (and perhaps "enemy felled" pop up), saying she's not a boss isn't meant to mean she's unimportant, merely that she mechanically, gameplay wise she wouldn't be considered a boss.

And I can't argue that this enemy specifically fits the bill perfect for what defines a boss, but the goal of the website isn't to be super strict in all aspects. I don't need to create a separate list of "interesting enemies" when there is less than a handful and I already have this great long list of bosses.
I'm just adding the content I believe players would want to see if they wanted to make sure they experienced everything the game has to offer. The end user should be someone who wants to make sure they check off everything they have cleared so far to ensure that they didn't miss out on anything important. That's why some quest lines also have bias towards the better endings instead of the ones that cut off leaving you feel bad of the choices you made by following the website..


Unable to install the latest version on a Mac M1 laptop

 % bash -c "$(curl -sL https://get-gnmic.openconfig.net)" bash: line 134: /usr/local/bin/gnmic: cannot execute binary file gnmic 0.31.4 is available. Changing from version . Downloading https://github.com/openconfig/gnmic/releases/download/v0.31.4/gnmic_0.31.4_darwin_aarch64.tar.gz tar: Error opening archive: Unrecognized archive format Failed to install gnmic         For support, go to https://github.com/openconfig/gnmic/issues
gnmic_0.31.4_darwin_aarch64.tar.gz file does not exist.

Assuming this is solved, feel free to reopen if not.


Select innerHTML

As I see it is impossible to get innerHTML from selected node. Any thought about how to implement this feature?

You should look at x-ray-select which is the module that select node.
x-ray-select, use the jQuery .text() function to select the text inside the node, view here. As a quick hack, you may want to change that to get the HTML.

You should be able to run a[html] to select the innerHTML

Hey @MatthewMueller :)
I tried using a[html] but it doesn't work.
By reading x-ray-select source, it will be translated to something like: $(el).attr('html') that doesn't select innerHTML.
Maybe I'm missing something?

Arg. I think you're right. Sorry about that. The plan is to support html
that way, must have forgot to implement it. Should be a simple conditional.
On Thu, Feb 19, 2015 at 03:46 Victor Jolissaint<EMAIL_ADDRESS>wrote:

Hey @MatthewMueller https://github.com/MatthewMueller :)
I tried using a[html] but it doesn't work.
By reading x-ray-select source
https://github.com/lapwinglabs/x-ray-select/blob/master/index.js#L64,
it will be translated to something like: $(el).attr('html') that doesn't
select innerHTML.
Maybe I'm missing something?
—
Reply to this email directly or view it on GitHub
https://github.com/lapwinglabs/x-ray/issues/8#issuecomment-75039168.

@MatthewMueller sounds great, I should be not hard to implement this feature. Thank you!


JWT Whitelist: Configure a whitelist so that some API requests do not require JWT verification, improving performance.

#15 #19


Setup CLI

Adds a command line tool intended to walk non-developers through the process of setting up a configuration file in order to run Murfey properly.
Key Changes:

The Security class has been renamed to GlobalConfig, and functions referring to it have likewise been renamed.

Murfey will likewise now look for the MURFEY_GLOBAL_CONFIGURATION environment variable instead of MURFEY_SECURITY_CONFIGURATION.

Many MachineConfig keys have been re-typed to take Optional[Path] instead of str as part of making more parts of the Murfey workflow optional for other users. The code parsing logic has been changed to reflect this.

In the tests the environment variables need setting back to MURFEY_SECURITY_CONFIGURATION

Could we leave (press Enter to leave it blank as '') out for non-strings

If nothing is added to something with a default can we give the option to choose to use the default?

Can we have (y/n) in a different colour to make it clear you should answer with a yes or no?

The recipe keys can be a literal

If a section is disabled then the rest of the keys for the section can be skipped


Update client libraries to crd/v1

For https://github.com/istio/istio/issues/30822
manifests/ will be updated in another PR, requires more changes.
[ ] Configuration Infrastructure
[ ] Docs
[ ] Installation
[ ] Networking
[ ] Performance and Scalability
[ ] Policies and Telemetry
[ ] Security
[ ] Test and Release
[ ] User Experience
[ ] Developer Infrastructure
Pull Request Attributes
Please check any characteristics that apply to this pull request.
[ ] Does not have any changes that may affect Istio users.

@howardjohn: The following test failed, say /retest to rerun all failed tests:

Test name
Commit
Details
Rerun command

integ-pilot-multicluster-tests_istio
25ac89f176d77e538cd7d179b4a12fbeaa7e7b78
link
/test integ-pilot-multicluster-tests_istio

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository. I understand the commands that are listed here.

@howardjohn: The following tests failed, say /retest to rerun all failed tests:

Test name
Commit
Details
Rerun command

integ-pilot-multicluster-tests_istio
25ac89f176d77e538cd7d179b4a12fbeaa7e7b78
link
/test integ-pilot-multicluster-tests_istio

integ-pilot-k8s-tests_istio
25ac89f176d77e538cd7d179b4a12fbeaa7e7b78
link
/test integ-pilot-k8s-tests_istio

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@howardjohn: PR needs rebase.

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository.

@howardjohn: The following test failed, say /retest to rerun all failed tests:

Test name
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integ-telemetry-mc-k8s-tests_istio
8882aa51169db7e50bd223f977b8bdd7b6a274fe
link
/test integ-telemetry-mc-k8s-tests_istio

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/retest


Tell user which subscription it will affect in running the commands

Would it be worthwhile to mention that if the user has multiple subscriptions, that they need to be aware which subscription the following commands will affect.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: ec5d166b-abc2-279f-d18f-df49de4848cf
Version Independent ID: 9e442624-541d-ea10-24a0-0777543d3a67
Content: Azure CLI Script Sample - Create a Linux VM
Content Source: articles/virtual-machines/scripts/virtual-machines-linux-cli-sample-create-vm.md
Service: virtual-machines-linux
GitHub Login: @cynthn
Microsoft Alias: cynthn

@ronnelsantiago thanks for the feedback on this. Generally when it comes to many of our quickstarts, we assume the user has a single subscription or at least has a single default one. The users who handle multiple subscriptions are generally aware of how to set and managed those different subscriptions. So we find the step to specify the subscription is not needed.
So at this time we plan to leave the script as is. However, your comment will remain on this issue and if others feel the same they can comment and we can always consider reopening and updating the doc.


feat: add gotify support

Hi,
Thanks for this project.
This tiny PR add support for gotify notification.
Also, can you please merge the hauk authenfication branch, that works: https://github.com/tuffnerdstuff/hauk-snitch/tree/feature/authentication
Thanks !

Hi @cyrinux, thank you so much for your contribution! I always wanted to add some push notification, but I was too lazy :) I will deploy your feature on my test server and give it a try. And yes, I'll also merge the authentication feature :+1:

I didnt pressing, the behavior is, you got a popup, and when you click on the notification this will open the link.
Then in the gotify notifications history you will also get the link.

Thanks again @cyrinux! I love the new feature! I just merged it plus the authentication branch.


Tor support & x25519 encryption

While adding in tor support, I realized we would be better off using x25519 encryption. This allows us to use a single public key for encryption and onion address, the same way we do for slatepacks.

Thanks for addressing the comments @scilio :+1: I added a minor comment to the issue you opened that will help people understand the design from the readme


About you - Is quality improvement required needs an additional option

The question "Is quality Improvement required..." should have yes/no/I am not in a training program as options

Done


Pager.isBeginning() returns false for "empty" pager

Hey,
It seems like the Pager returns false when items is 0.
This is because the page is set to 0 when  items are 0
func (p *Pager) SetItems(items int) {
	p.Items = items
	p.Pages = int(math.Ceil(float64(items) / float64(p.ItemsPerPage)))

	if p.Page > p.Pages {
		p.Page = p.Pages
	}
}

For me this is an edge case and im not sure if you would like to fix it in the SetItems or in the isBeginning.
Would you say you are on page 1 when there are no items or do you want to define page 0 to also mean "no Items"?
So i would propose one of these 2 fixes:
func (p *Pager) SetItems(items int) {
	p.Items = items
	p.Pages = int(math.Ceil(float64(items) / float64(p.ItemsPerPage)))
	if items == 0 {
		return 1
	}
	if p.Page > p.Pages {
		p.Page = p.Pages
	}
}

or
func (p Pager) IsBeginning() bool {
	return p.Page == 1 || p.Page == 0
}

Nice catch - thanks for reporting. I think the page should always be 1. I'll fix this and report back once it's committed.

https://github.com/mikestefanello/pagoda/commit/a9319559e15ca9f38851962d751c4bdf536dea1b


python37Packages.azure-storage-common: 1.4.2 -> 2.0.0

Semi-automatic update generated by https://github.com/ryantm/nixpkgs-update tools. This update was made based on information from https://repology.org/metapackage/python3.7-azure-storage-common/versions.
meta.description for python37Packages.azure-storage-common is: '"Client library for Microsoft Azure Storage services containing common code shared by blob, file and queue"'.
meta.homepage for python37Packages.azure-storage-common is: '"https://github.com/Azure/azure-storage-python/tree/master/azure-storage-common"

Checks done (click to expand)

built on NixOS

Warning: a test defined in passthru.tests did not pass

0 of 0 passed binary check by having a zero exit code.

0 of 0 passed binary check by having the new version present in output.

found 2.0.0 with grep in /nix/store/162hdri325yk7c3l3nas1vjzq2xinsks-python3.7-azure-storage-common-2.0.0

directory tree listing: https://gist.github.com/b3bfaa3faa462128bb00c89942f3894c

du listing: https://gist.github.com/2b14cfc3f40985e196ebc52f7cc14c89

Rebuild report (if merged into master) (click to expand)

40 total rebuild path(s)
10 package rebuild(s)
10 x86_64-linux rebuild(s)
10 i686-linux rebuild(s)
10 x86_64-darwin rebuild(s)
10 aarch64-linux rebuild(s)
First fifty rebuilds by attrpath
python27Packages.azure-cosmosdb-table
python27Packages.azure-storage-blob
python27Packages.azure-storage-common
python27Packages.azure-storage-file
python27Packages.azure-storage-queue
python37Packages.azure-cosmosdb-table
python37Packages.azure-storage-blob
python37Packages.azure-storage-common
python37Packages.azure-storage-file
python37Packages.azure-storage-queue

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/162hdri325yk7c3l3nas1vjzq2xinsks-python3.7-azure-storage-common-2.0.0 \
  --option binary-caches 'https://cache.nixos.org/ https://r-ryantm.cachix.org/' \
  --option trusted-public-keys '
  r-ryantm.cachix.org-1:gkUbLkouDAyvBdpBX0JOdIiD2/DP1ldF3Z3Y6Gqcc4c=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(r-ryantm's Cachix cache is only trusted for this store-path realization.)
Or, build yourself:
nix-build -A python37Packages.azure-storage-common https://github.com/r-ryantm/nixpkgs/archive/3ba45af25e06fc5954c79fc6dc06ba3557794d33.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/162hdri325yk7c3l3nas1vjzq2xinsks-python3.7-azure-storage-common-2.0.0
ls -la /nix/store/162hdri325yk7c3l3nas1vjzq2xinsks-python3.7-azure-storage-common-2.0.0/bin

cc @cmcdragonkai for testing.

All those other packages would probably need to be updated simultaneously.

since it's a major bump, i agree, would be nice if we could get tests.... if only it wasn't 80+ packages, i would do it xD

Updated by fbd2acb3b7acb675e892bab73612b30ec4a53350.


Cleanup ModelRevision => FirmwareVersion

@brauner good to go (btrfs failure is unrelated, @tomponline will look into that)


Invalid codec preferences: invalid codec with name "AV1".

Describe the bug
DOMException: Failed to execute 'setCodecPreferences' on 'RTCRtpTransceiver': Invalid codec preferences: invalid codec with name "AV1".
at RTCEngine.setPreferredCodec /deps/chunk-LWCD622N.js?v=5bf620e7:14366:19)
at Generator.next ()
at fulfilled (http://localhost:3000/.vite/deps/chunk-LWCD622N.js?v=5bf620e7:4534:24)
Reproduction
when run camera show this we can't on chrome
Chrome is up to date
Version 124.0.6367.61 (Official Build) (64-bit
last Version it's work but 124.0.6367.61 not work ,
i used livekit-client 1.5.13
Logs
No response
System Info
Chrome is up to date
Version 124.0.6367.61 (Official Build) (64-bit

Severity
annoyance
Additional Information
No response

This Chrome 124 compatibility issue mentioned on the LiveKit Slack is most likely what you're running into:

Important Update: Upgrade LiveKit SDK for Chrome 124 Compatibility :rotating_light:We've got an urgent update for everyone building browser-based apps. With Chrome 124 releasing on April 16th, there's a breaking change in the setCodecPreferences API that affects our SDKs.Here's what you need to do:
Upgrade your LiveKit Client SDK to these versions before April 10th to avoid any breakage:
• Web: v2.0.10 or v1.15.13
• Flutter: v2.0.3
• Unity Web: v1.5.1
• React: v2.0.5
Please prioritize this update to ensure your applications continue to work seamlessly with this new version of Chrome. If you encounter any issues or have questions, please let us know in the :thread: .Thanks for acting swiftly on this!-The LiveKit Team

@manaclan could you open a separate issue about this with some steps to reproduce it? thanks!

I am seeing the same issue, and my livekit frontend app is based on the older version of the react example app, so updating isn't super straightforward.  I have been trying to set the codec in the roomOptions but this doesn't seem to be working:
publishDefaults: {
  videoCodec: 'vp8',
  backupCodec: { codec: 'h264', encoding: { maxBitrate: 1_700_000 } },
}

Is there a work around that can be implemented in-code without updating?  Or is updating the only way to fix that error?
Here are the versions I'm using:
"livekit-client": "^1.7.0",
"@livekit/react-core": "^1.1.0",
"react": "^18.2.0",

can you try using livekit-client: 1.15.13 ? this update is required, but 1.15.13 is API compatible with v1 clients.

Thank you @davidzhao, that looks like it solves this issue.  Much appreciated :)

nice work👍 Thanks


[FEATURE] Cast template type

Is your feature request related to a problem? Please describe.
Template functions often requires casting types to T. Current cast functions doesn't provide it
Describe the solution you'd like
Add something like cast(var) where T - template type in which we cast our variable
Describe alternatives you've considered
Just T(var)? Prefer cast

This feature is needed for templates which current version is terrible and will be reworked, so I think this issue is not in priority


Can't unninstall it

Click unninstall on control pannel, the setup runs, close itself and nothing more happens.

Please use the Setting app for uninstalling. There it works.

Also doesn't work here, that's my hole point, it's not working here.

@fabriciogs
did you use Window 10 Settings -> Apps -> Apps & features to uninstall it?
An alternative is to use the msi, it will offer to remove the application.

Also doesn't work here, that's my hole point, it's not working here.

Also on the new settings app (not control panel)?

@fabriciogs
did you use Window 10 Settings -> Apps -> Apps & features to uninstall it?
An alternative is to use the msi, it will offer to remove the application.

THAT did worked, thanks.

OK, good to know it worked.
I'm closing the issue.

We have a bug against it. #2012


multiline reply headers de

DO NOT MERGE
This demonstrates an issue with German Gmail multi line reply headers. It's not an issue with English Gmail multi line reply headers as you can see from the test above test_deals_with_multiline_reply_headers and test/fixtures/email_6.txt
The issue isn't fixed yet.

As far as I understand this is fixed for English/French/... by using capturing groups and comparing new lines with the captures in fixBrokenSignatures .
Should fixBrokenSignatures be renamed fixBrokenQuoteHeaders ?
Should I use the same method for German or can I try something different/simpler ?
Is there any specific reason the parsing happens in reverse?


Added a few suggestions from #6

Pull Request Test Coverage Report for Build 777358587

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 0.0%

Totals

Change from base Build 775842529:
0.0%

Covered Lines:
0

Relevant Lines:
24

💛  - Coveralls


Storageclass operations guide

Changelog

Add operations guide to add a new storageclass

Reviewed by
@lakshyakumar
Linked issue
#668

Incorrect pull request


Multiple accessories with separate logging

I've been using homebridge-foobot plugin which has logging set up like this.
I've got 3 devices and I can see they all share the same measurements history - only single device writes it and all of them show the same measurements history in Eve.
Should there be different path specified to prevent this @simont77 ?
Thanks!

You should use different name and serial number for each accessory to avoid this issue.

That was it, thank you!


Fix Invalid validateNotBefore comparison #38

Fixes issue #38

I’m fixing this small issue but when I test the code with phpcs using the included Composer script, I get hundreds of errors regarding invalid line endings (End of line character is invalid; expected "\n" but found "\r\n").
I’m working on a Windows machine, so I fear it’s only false positives. However, I changed my git config to autocrlf = input that should checkout with the original line endings and commit in Linux mode (\n) and I still get these errors, even on the master branch.
Am I doing something wrong or has anyone the same issue with this codebase? I’m ready to fix this but I don’t want to submit a massive PR that is only solving a problem on my machine :)
Thanks for your feedback.


Centralised engine state changes to the same method

I think we should use the same method to change engine's state. It will help us control the way to change engine's state, so as not to mess up engine's state.
Ping @allencloud  @dongluochen   @nishanttotla
Signed-off-by: Xianlu<EMAIL_ADDRESS>

i like the patch.

@xianlubird are you still working on this?


Add Code Examples of how this can be done in bulk

Could you please provide information on how to add users to Azure AD "Priveliged Access Groups" using code.
How to add user: "John Doe" as an Eligable Member for Priveliged Access Group "mygroup" using code.
Very useful when switching to using Priveliged Access Groups for previously permanently assigned roles for a larger amount of users.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: f4da66b2-36f2-753f-4170-bcbf51824033
Version Independent ID: c9e72e4f-effc-37f0-f418-c92af00f0523
Content: Assign eligible owners and members for privileged access groups - Azure Active Directory
Content Source: articles/active-directory/privileged-identity-management/groups-assign-member-owner.md
Service: active-directory
Sub-service: pim
GitHub Login: @curtand
Microsoft Alias: curtand

@binnum
Thanks for your feedback! I've assigned this issue to the author who will investigate and update as appropriate.

Would like to know this too

Hi @binnum

Hi @binnum
Thanks for your contribution to our documentation!
The reference for API commands to assign Azure resource roles is at https://docs.microsoft.com/en-us/azure/role-based-access-control/role-assignments-rest
For Azure AD directory roles, the reference is at https://docs.microsoft.com/en-us/graph/api/resources/rolemanagement?view=graph-rest-beta
I'm just about to publish the first of our article updates to "Assign an Azure AD role in PIM" (MicrosoftDocs/azure-docs-pr#170948) and will be following up shortly with other additions to add sample calls and responses for other actions.
For further updates, the timeline for resolution may vary based on resourcing, so we've created an internal work item to incorporate your suggestions. We are closing this issue for now, but feel free to comment here as necessary. #please-close


Q: Supported docker version confusion

Rancher versions:
rancher/server:1.6.5
According to the release notes for 1.6.5 (https://github.com/rancher/rancher/releases/tag/v1.6.5) docker 17.0.5 is supported, yet when i check
http://rancher.com/docs/rancher/v1.6/en/hosts/#supported-docker-versions it says it isn't and the UI is reporting it as unsupported:

What's the "right" position on this ?

What part of the release notes do you see as saying anything about 17.05?
17.05 is an "edge" releases and edge releases are supported by Docker for the 4-5 weeks of that month (which has long passed now).  17.03/06 are "stable" and supported for 4 months.
Rancher supports EE and Stable, but not Edge. (And the older 1.12/13 mostly as maintained by OS vendors, and because Kubernetes doesn't test anything newer).

Sorry, i rechecked the release notes and looks like 17.03 and 17.06 are supported but not 17.05.


Accidental Unapproved/Leaked knowledge submissions

We should create a standard process for possible leaked or unapproved knowledge submissions.
Something along the lines of:

Contact and ask the submitter with a standard, "Are you sure you wanted to submit this?"
With in reasonable amount of time, if there no response, as a maintainer edit the PR and remove the content
Close the PR to "lock it down."
Remove the PR via contact with GitHub if needed
Contact the response team (if needed) of the entity that owns the IP

gh pr checkout 1203
git reset --hard HEAD^
git push git@github.com:KyleKL1012/taxonomy.git HEAD:main --force


Sessionmanager has no member 'multipartFormDataEncodingMemoryThreshold'

I am getting this error

please help me out

Use manger.multipartFormDataEncodingMemoryThreshold

Thanks @hardikdevios. 🍻


Staking Previous Total Amount of Coins vs. Newly Deposited Coins

In short, I initially had around 700 coins. I was able to stake them successfully.
Today, I purchased more coins. Lets say 500 coins. However, after restarting the wallet, it only says 700 coins staking. (it isn't adding the newly acquired coins to staking).
Please advise on how I can include my newly acquired coins in my total amount of staking weight.
Thanks,

I ran getstakinginfo in debug and it is showing the previous balance prior to the additional coins being added to the wallet. (below shows 724 and isn't showing the increase of 500 coins on staking weight). Its been about 4 hours since the new coins have been in the wallet.
{
"enabled" : true,
"staking" : true,
"errors" : "",
"currentblocksize" : 1000,
"currentblocktx" : 0,
"pooledtx" : 0,
"difficulty" :<PHONE_NUMBER>4871,
"search-interval" : 16,
"weight" :<PHONE_NUMBER>0,
"netstakeweight" :<PHONE_NUMBER>94126,
"expectedtime" : 655403
}


Full stack Capstone

**Hello Code Reviewer 👋 👋**
In this PR request, me and my teammates @Rishi-Mishra0704 @peterdtitan @Santosh-Konappanavar
have completed development of frontend using React and backend using RoR.

Created API Endpoints
Used Devise for user authentication
Written Unit Tests using RSpec
Created API documentation using Swagger
Fixed Linters Errors using Rubocop
Followed Git and GitHub Flows

Fetched API from the backend and load the data
Added functionality for authentication via API
Written Unit Tests using JEST
Customized the website and made it responsive using BootStrap and SCSS
Fixed Linters Errors using StyleLint and esLint
Followed Git and GitHub Flows

Our Frontend and Backend are in same repo.
Thankyou
P.S We have tried our level best to fix the eslint error but it seems our experience lacks in that area , Please help us out on that topic

Respected reviewer , Please note that we were unable to solve the issue related to eslint , If you can find a way it will be very helpful

@vichuge there are a lot of commits and comments, please check them

Respected reviewer please open the chat history to see the reviews of previous reviewer

Respected reviewer please open the chat history to see the reviews of previous reviewer

You're right, my apologies, if you have already fix all the issues for the last review, please open a re-review again. Sorry for the misunderstanding.


.mol2 files for monomers have incorrect bond orders

ParmEd's mol2 file writer writes incorrect bond orders (https://github.com/ParmEd/ParmEd/issues/691). We need to bypass this until it is fixed. Currently, this is invoked by two functions used here:

fix_charges, from ParmEd, which makes sure residues have integer charge
randomize_mol2_residue_names, from openmoltools, which ensures residues have unique names

So far, this seems not to have resulted in any wrong simulations we've run since it means that our final .mol2 files have incorrect bond orders, but since these are only generated after we ran antechamber to assign atom types and parmchk (etc.) for .frcmod files, we still have correct parameters. However, as soon as someone used the .mol2 files for anything this would lead to problems.

Fixed by #43


[snapshot] Add support for concurrent simulators with Xcode 9

This PR adds support for the new XCUISnapshot API in Xcdoe 9 and running more than one simulator for screenshot generation at once

[x] only launch 1 sim per cpu -1 (unless there is only 1 cpu) available
[x] ensure all devices are added for xcode 9
[x] handle OS version for devices for destination flags

All test cases we need to check

[x] works in xcode 8 with 1 device

[x] works in xcode 8 with 2 devices

[x] works in xcode 8 with 1 lang 1 device

[x] works in xcode 8 with 2 lang 1 device

[x] works in xcode 8 with 1 lang 2 device

[x] works in xcode 8 with 2 lang 2 device

[x] works in xcode 9 with 1 device

[x] works in xcode 9 with 2 devices

[x] works in xcode 9 with 1 lang 1 device

[x] works in xcode 9 with 2 lang 1 device

[x] works in xcode 9 with 1 lang 2 device

[x] works in xcode 9 with 2 lang 2 device

[x] add_media(device_type, media_type, paths) work with concurrent sims

note: this will also fix: https://github.com/fastlane/fastlane/issues/9579

          2 Warnings

:warning:
Pull Request is Work in Progress

:warning:
You modified SnapshotHelper.swift, make sure to update the version number at the bottom of the file to notify users about the new helper file.

  Generated by :no_entry_sign: Danger

@KrauseFx

Let's evaluate if it's worth adding another dependency
Before I added os I searched through the Gemfile.lock to see if we had it transitively included due to another gem, and we did 🍾 so for right now, I think it's 👌
We could get access to this info in another way, like copying the relevant 30 lines or so from that gem 🙃

I tried running the most recent code from this branch, with the Xcode Beta 4 (I know, not the most recent, but I'm on a bus right now). It seems like the UI Tests failed from the snapshot example project, which is fine, but I'm a little confused on how I can find out what failed, where can I find the half-done screenshots, and where do I see the log? Did it fail on all the devices, or just some?
Not sure if that's related to the Xcode Beta I'm using, or if it's a user error on my side :)

Poor googlebot 💜

I don’t see any documentation about this. How can I enable this or use it?


⚠ Turnos 24x7 has degraded performance

In 3aed8a1, Turnos 24x7 (https://reservas-dev.alternativasinteligentes.com/) experienced degraded performance:

HTTP code: 500
Response time: 10270 ms

Resolved: Turnos 24x7 performance has improved in ebedeab.


Update demo to allow characters from International Phonetic Alphabet

I removed the check that forces the text to only be latin; characters from the IPA can't all be checked , they are simply too many.

this fixes #23


[QUESTION] What happening with this project? Is still alive?

What's happening with the molecule-ec2 plugin?
The version I installed is quite buggy, it requires a lot of minor fixes.
Already 74 Issues created, bat I also noticed that there are many open pull requests, and that's it... only 2 closed ones all this time.
I haven't used molecule before, and now I'm contemplating whether to write create and destroy templates or try with minimal changes until this project continues to develop.

The exact status is unknown.  They mainly argue that writing python code to test ansible content is bad, even if in practice, with this project, I don't see where users need to write python code. Moreover, while the plugin support has not been killed (yet?), it has already some bugs (removed support for plugins templates iirc).
While I'd like to see plugin still live, there's nothing I can do. Given that these days my free time is scarce, I'll look at this project only when official statement is done. I don't want to loose time helping to maintain something which is about to die. I even considered having my own local copy/fork of molecule to ensure plugins are still working, but I fear it would be too much work.

I wonder what a substitute would be if the plugins were to go away...

@apatard
Thanks for your work. It's very nice to work with you on this project.

I hope to make the plugins active again and let the plugins do hard work for the real users. https://github.com/ansible/molecule/discussions/4019#discussioncomment-6775916
The plugins are also the combination of ansible playbooks, and they are out-of-box. Once it is installed, the users don't need to write/maintain many ansible playbooks.
The plugins are still in verison 6, https://github.com/ansible/molecule/issues/3919#issuecomment-1648021007, and I hope it can keep alive in future release.

@zhan9san thanks.  Just to be clear. If redhat people says that they will never kill (molecule-)plugins support in molecule, I'll do my best to find time to work on this project again. I'm using it and I love it, otherwise I would never have contributed to it :) Same for testinfra plugin that they're trying to remove from molecule. It's just that it seems pointless to work on that kind of stuff if it's has no chance to work in later molecule update (say molecule 7?).
@dometto it has always been possible to send PR. You only need someone to merge your PRs. Also, please note that, as I said, the problem is that it may end up being a loss of time if molecule support for plugins is killed.

@cidrblock @ssbarnea
Thanks for your great work on this project.
Would it be possible to reconsider the users' feedback  to keep plugins support in molecule?
As we can see, there are only a few molecule contributors, and there is no exact direction for the new contributors.
I am really sad to see active contributors leave molecule and new contributors don't know what would happen.
molecule plugins have been widely used in molecule ecosystem, and they do provide the convenience for the users.
Recent months, there are some break changes, which introduce some incompatible issues and change the user behavior. As we can see, it make the community not happy.
IIUC, the original thought is that dropping plugins makes molecule slimmer and easy-to-maintain, but the heavy lifting would be thrown to the users. Moreover, the users have to maintain the big playbooks in their own code base. If there are some update, it's difficult to sync the changes to users.
But with plugins, they just need focus the molecule configuration yaml files.
Hope we can work together to make molecule and its plugins  help more person.
I am looking forward to your feedback

There is no current plan to elimiate support for plugins in Molecule and it will not be reconsidered anytime in the near future.
The goal in Molecule 6 was to make molecule available as a developer preview as part of the Ansible automation platform. Plugins support did not need to be removed and that was a mistake.
The ansible devtools team will primarily focus on usinging molecule with collections and try to promote ansible as a provisioner moving forward. Plugin support will largely be supported by the community, although the devtools will always be part of that community so the team will always be available.
I hope this clear the air, let me know if not.
Brad

I spent a couple of working days trying to get the podman plugin working but was unsuccessful. I switched to adopting and adapting the molecule documentation example of using the delegated (default) driver and podman. That worked sufficiently for my purposes. The vagrant plugin just worked out of the box basically using some test cases I developed a few years ago.

As an update - since the vagrant plugin just worked. I retried the podman plugin and it now works.


Help

Hi! When I do img = testimage("mandrill") I get the following
ERROR: error compiling imread: error compiling imread: could not load module : dlopen(.dylib, 1): image not found
 in testimage at /Users/goncalovaladao/.julia/v0.3/TestImages/src/TestImages.jl:22

When I do using TestImages I get
WARNING: ImageMagick utilities not found. Install for more file format support.

When I added Images and ImageView I had an error regarding a dependency called  libwand
I searched for similar problems of users of Images and ImageView and I found them but nonetheless the proposed solutions do not seem to apply in my case.
Thank you very much!

Closing due to lack of feedback. Feel free to reopen if this is still an issue you want resolved.


Capacity Planning Addition

Hi All,
Was wondering if it is possible to add an additional column in the capacity planning script to show the corresponding datacenter name in which the cluster belongs to?  I didn't see an object reference under ClusterComputeResource for it but I may be missing something.
Thanks in advance!

Had a quick look at this.
$Clusters[*].ParentFolder.Parent.Name contains the Datacenter name, will just need to match up the view and the cluster object, instead of running a Get-Datacenter call. About to head home, so will submit a pull request for this tomorrow.

We should be able to get it by doing something like: (adding some additional code for context)
foreach ($cluv in ($clusviews | Sort Name)) {

    $datacenterName = (Get-VIObjectByView -MoRef $cluv.Parent).Parent.Name

Cool, wasn't aware of that cmdlet :) I've been trying to avoid and Get- cmdlets in plugins where possible, but that is certainly an option. I realised there is a bit of extra work in this plugin as well- Issue #234, and a general cleanup of the code.

I agree, 100%, on trying to avoid native (and redundant) cmdlet calls, unless necessary. In my experience, on a single scoped vCenter/environment, the Get-VIObjectByVjew cmdlet doesn't add significant processing cost, and has proven to be a pretty decent 'shortcut'.

Thanks guys - I took a look at the commit and it works exactly how I was hoping.  One note, the cmdlet Get-VIObjectByView should actually be Get-VIObjectByVIView
Thanks again!

Yeah, you're right. Must not have committed that change after testing. I'll update now.


Mailchimp error with Google Webfont

Hi,
By default, Mailchimp can't support @import webfont directly in a <style> tag :

It works by doing <link href='http://fonts.googleapis.com/css?family=Montserrat' rel='stylesheet' type='text/css'> instead.
Default compiling from mjml need that the html files must be edited to be Mailchimp compatible :(

You could have an option to compile the template with MailChimp's template language.  So it would add required tags, remove in-line styling and compile as editable CSS in your head tags.

@hteumeuleu Replace style and import with link can have a downside for us ?

~Related to #19


Error code preventing alerts sign-up!

Two users have reported being unable to sign up for alerts.
I just tried and got this error after inputting email address and clicking sign up:

Here's the exception:
2018-05-24 12:44:17,633 ERROR [django.request:284] base 15135<PHONE_NUMBER>28000 Internal Server Error: /ccg/11M/
Traceback (most recent call last):
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/core/handlers/base.py", line 149, in get_response
    response = self.process_exception_by_middleware(e, request)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/core/handlers/base.py", line 147, in get_response
    response = wrapped_callback(request, *callback_args, **callback_kwargs)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/newrelic-<IP_ADDRESS>/newrelic/hooks/framework_django.py", line 503, in wrapper
    return wrapped(*args, **kwargs)
  File "/webapps/openprescribing/openprescribing/frontend/views/views.py", line 281, in measures_for_one_ccg
    'pct')
  File "/webapps/openprescribing/openprescribing/frontend/views/views.py", line 426, in _handleCreateBookmark
    signup=True)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/allauth/account/utils.py", line 145, in perform_login
    send_email_confirmation(request, user, signup=signup)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/allauth/account/utils.py", line 311, in send_email_confirmation
    signup=signup)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/allauth/account/models.py", line 58, in send_confirmation
    confirmation.send(request, signup=signup)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/allauth/account/models.py", line 122, in send
    get_adapter(request).send_confirmation_mail(request, self, signup)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/allauth/account/adapter.py", line 396, in send_confirmation_mail
    ctx)
  File "/webapps/openprescribing/openprescribing/frontend/account/adapter.py", line 20, in send_mail
    msg.send()
  File "/webapps/openprescribing/openprescribing/frontend/models.py", line 733, in send
    self.message.send()
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/newrelic-<IP_ADDRESS>/newrelic/api/function_trace.py", line 110, in literal_wrapper
    return wrapped(*args, **kwargs)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/core/mail/message.py", line 292, in send
    return self.get_connection(fail_silently).send_messages([self])
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/core/mail/message.py", line 250, in get_connection
    self.connection = get_connection(fail_silently=fail_silently)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/core/mail/__init__.py", line 36, in get_connection
    klass = import_string(backend or settings.EMAIL_BACKEND)
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/utils/module_loading.py", line 27, in import_string
    six.reraise(ImportError, ImportError(msg), sys.exc_info()[2])
  File "/webapps/openprescribing/.venv/local/lib/python2.7/site-packages/django/utils/module_loading.py", line 23, in import_string
    return getattr(module, class_name)
ImportError: Module "anymail.backends.mailgun" does not define a "MailgunBackend" attribute/class

This is in the settings:
289:EMAIL_BACKEND = "anymail.backends.mailgun.MailgunBackend"

Looks like this is the old name for the setting, and it should now be: anymail.backends.mailgun.EmailBackend.

The version of anymail we use changed in 458e4f5243ba8bf794fcddd663ec0c7bc47aa6ab.

Fixed in #863.


Fix "Updating branch by merge" bug in "update_branch_by_merge.tmpl"

Fix regression of #22683 , it didn't pass all variables into sub-template.
Close #23787
After the fix, all links and the form are correct.

What do these data-do attributes do? Searching doesn't yield anything.

What do these data-do attributes do? Searching doesn't yield anything.

Search data('do').
This is a bug fix and need to backport, so I didn't change them.


Damage indicators when selecting ability

When targeting an ability, show how much damage it'll do to other actors and what their stamina will be if targeted.

Fixed as of 403490a9c34d836fb8c232bcc47b466804960f79