AL0603 An implicit conversion is being performed from a value of type 'Option' to a value of type 'Enum "Purchase Line Type"'. This conversion can lead to unexpected runtime issues. This warning will become an error in a future release.AL(AL0603)

Describe the Warning
We are currently updating our extension to BC16 in the ${CodeCop} declared under code analyzer it is showing multiple warnings. Below is one "AL0603 An implicit conversion is being performed from a value of type 'Option' to a value of type 'Enum'
To Reproduce
Steps to reproduce the behavior:

AL Language extension is installed (5.0.254558)
Create a page extension of "Purchase Line" (39)
In the table list there is a field "Type" which is now a "Enum" data type
Previously we are inserting data from option and it was working fine. now it showing this warning.

Screenshot

Versions:
AL Language 5.0.254558
Business Central : 16.0.11209.0 (Preview)
Can we ask what is the best practice to eliminate the warning? thanks

Simply change your extension's Line Types to be the base Purchase Line Type enum instead of Options...

Hi dktb,
Thanks for your reply, This code is already in the production database (Live) we cannot just change, It will be a destructive change if we publish. Please advise if there is any other work around to this .
Thank you.

Changing a field from Option -> Enum is not in itself a breaking change.
It is however important consider the impact of the underlying change. The PurchaseLineType enum is now extensible. The means that another extension can add more values to the PurchaseLineType and your code should be able to handle the 'unknown' case gracefully.

Is it any better if you instead write SomeEnum := "Some Enum Type".FromInteger(SomeOption) ?

It is however important consider the impact of the underlying change. The PurchaseLineType enum is now extensible. The means that another extension can add more values to the PurchaseLineType and your code should be able to handle the 'unknown' case gracefully.

Always using case is a good bet, instead of if/else where the if means 'the value I am actually checking for' and else means 'the other values I currently know about, but if someone adds one later, oops'. :D

That should suppress the warning, but a better way is to avoid the Option in the first place.
'case' can still be problematic. E.g. if the 'else' part contains an ERROR('Bad Option') it could now disable the use of new values. This is no simple answer to this, since it depends very much on the actual code. Making an app extensible is not an easy task and some extensions may actually be mutually exclusive by design.
Our goal here is to support as much extensibility as possible and reduce the potential pitfalls. Removing the support (for now only a warning) implicit conversions is one of the ways we can raise awareness of this.

We have fixed the issue where the compiler was reporting false positives for this warning. For the remaining warnings, you should either switch to using the enums from the Base Application or make the conversion to integer/option explicit.


When using upsert the @default(auth().field) is not been handled

Description and expected behavior
When using upsert and the record need be created, is necessary fill the fields with @default(auth().field)
Environment (please complete the following information):

ZenStack version: 2.0.1
Prisma version: 5.13.0
Database type: PostgreSQL

Fixed on #1403

I see is duplicated...


fix typo of word "collaboration" in documents

We should use the word "collaboration" instead of "colaboration" in all descriptions.
We keep the word mscolab for the module etc.

Can I do this one?

Can I do this one?

what a "word" can make a difference. In text we should care for typos.

what a "word" can make a difference. In text we should care for typos.

We keep the word mscolab for the module etc. - can you explain what this means?

We keep the word mscolab for the module etc. - can you explain what this means?

I have fixed the typo for collaboration in the latest commit for #642 . However I forgot to write #640 . Can you please confirm if it's alright?

I have fixed the typo for collaboration in the latest commit for #642 . However I forgot to write #640 . Can you please confirm if it's alright?

We keep the word mscolab for the module etc. - can you explain what this means?

we don't want to rename the module mscolab.py

We keep the word mscolab for the module etc. - can you explain what this means?

we don't want to rename the module mscolab.py

I have fixed the typo for collaboration in the latest commit for #642 . However I forgot to write #640 . Can you please confirm if it's alright?

I look on this later.
Next time do a new PR for a new issue.

I have fixed the typo for collaboration in the latest commit for #642 . However I forgot to write #640 . Can you please confirm if it's alright?

I look on this later.
Next time do a new PR for a new issue.

nothing remaining :) Everything alright!

nothing remaining :) Everything alright!

Thanks 👍

Thanks 👍


fix: The image is zoomed in the gallery

Hi everyone!
In the current release, we can swipe between "Others" photos.
However, the image is too zoomed:

And this is just a one-line fix

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 6.96%. Comparing base (4d9c7fc) to head (9ccc8f1).
Report is 326 commits behind head on develop.

Additional details and impacted files
@@            Coverage Diff             @@
##           develop   #5614      +/-   ##
==========================================
- Coverage     9.54%   6.96%   -2.59%
==========================================
  Files          325     402      +77
  Lines        16411   21206    +4795
==========================================
- Hits          1567    1476      -91
- Misses       14844   19730    +4886

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.

thanks @g123k


Add support for GLES in the shaders.

I made the required modifications, and squashed them with the previous commits.

clang-format issue is fixed in gl_replay.cpp.

Can you test these changes with a Vulkan app on Android? I believe there is an issue.

@michaelrgb Thanks for your comment. I can't test it with vulkan currently, but I've reverted some changes in array2ms.comp. Could you check it please?
@baldurk Do you think this PR can be merged back to master now?

Problem is sorted, thanks.

@pantosj yes it looks fine to merge, I just wanted to be able to test it before merging, and I was away last week. I'll merge it today.

Merged manually.


[WIP] Logs API apporach to fix race condition due to pruning in results watcher

Changes
Fixes #514
/kind bug
Submitter Checklist
These are the criteria that every PR should meet, please check them off as you review them:

[ ] Has Docs included if any changes are user facing
[ ] Has Tests included if any functionality added or changed
[x] Tested your changes locally (if this is a code change)
[x] Follows the commit message standard
[x] Meets the Tekton contributor standards (including functionality, content, code)
[x] Has a kind label. You can add a comment on this PR that contains /kind <type>. Valid types are bug, cleanup, design, documentation, feature, flake, misc, question, tep
[x] Release notes block below has been updated with any user-facing changes (API changes, bug fixes, changes requiring upgrade notices or deprecation warnings)
[x] Release notes contain the string "action required" if the change requires additional action from users switching to the new release

Release Notes
Free up resources (PipelineRun/TaskRun) potentially without any race conditions in pruning w.r.t to streaming logs even with no Grace Period.

/hold
For #704

FYI @khrm now that #760 has merged and this WIP can be rebased and updated to use it, I'll also cross reference with the other thread we have been working, namely the rewrite of log storage, https://github.com/tektoncd/results/issues/763 , to access S3 directly from the watcher.
With that change, presumably the fix for the race condition becomes much simpler / moot, as the watcher will learn directly of error writing the logs to external storage.
I suppose it is possible that leveraging the #760 changes could still provide value as part of coordination, and of course there is the question of staging and when #763 is done (though I hope to get it prioritized on our team's end when we can next talk to Koustav.
@sayan-biswas @ramessesii2 @avinal @enarha @vdemeester FYI

We can close this because we are changing the Logging approach.

/close


Position control mode is impossible when using only two mode switches of transmitter

When only two mode switches of transmitter are set  for Manual, Alt, Pos, Hold, RTL and Mission modes,
from old version to v1.6.0-rc1, Pos mode defeats Hold mode so position control is possible,
but from v1.6.0-rc2 to master, Hold mode defeats Pos mode so position control mode is impossible.
Workaround: If Hold mode switch is set separately it works. (but three mode switches are needed. some people may want only two mode switches)
Therefore, if this problem is fixed we can use only two mode switches instead of three mode switches.

So, according to the issue #8999 the 'Multi Channel Flight Mode Selection' function that I and someones are using is deleted and only 'Single Channel Flight Mode Selection' function remains in v1.8.0 to decrease development energy and complications.
Minority report: I don't know how to set the 'professional' single channel mode in my T8FG Futaba transmitter. It's too hard to set..

But Futaba T8FG and other transmitters support the Single Channel Flight Mode Selection function for 6 or so modes?
For example I need 6 modes - Manual, Altitude, Position, Hold, Return To Land, Mission modes.
But my peer who is more experienced for RC flights don't know such single channel multi slot function of more than 3 slots.


Support for Industry Endpoints

Adding support for the System list and Facilities list from the Industry endpoitn

Sure, those endpoints sound like great additions. I see you have a commit for it on your fork, so feel free to open a PR when you're ready!

Sure, those endpoints sound like great additions. I see you have a commit for it on your fork, so feel free to open a PR when you're ready!

I'm working through all of the industry endpoints, so I wasn't sure if I should submit one pull for all, or multiple pulls as I complete and test each call.

That's up to you!

Closing this, but feel free to comment back if you want to visit this again.


Update files sort keys for Anvil cmg

"We fixed the inconsistencies with name and size, so these fields are now called files.file_name and files.byte_size respectively.

Complete


Import Proxy History at startup

Hi,
thanks for the great tool!
As a suggestion I would like to see an option to import proxy history at startup so that I do not lose all the HUNT entries after having closed Burp.
Something like that is already implemented in Logger++ if you want to take a look.
Thanks in advance!

👋 @SimoneBovi!
That is an awesome feature requests!
I'll work on getting that added in for the next release. I'll keep you posted on the status and when there is a beta to test!
🍻

Thanks, that would be awesome. I'm not sure it/how we can do that with the current Burp Extender API (other than saving simple data points like options), have you seen any extensions save their state? The only trick I know is to use the proxy history comments, but I'll see what I can find out!

@SimoneBovi I was able to work out a draft addressing the loading proxy history and duplicates, if possible could you check out the release here for the updates:
https://github.com/cak/HUNT/releases/tag/2.3
Let me know your thoughts, if the changes work I'll then open a PR to this repo. 🚀
(I'm still working on the state issue, but I at least wanted to make the other changes)
Thanks again! 🥳

Hi,
just tried the new version.
Import proxy history function works really great and also catches pretty well the duplicates too!
Related to duplicates, if we want to improve this thing more, we could try to implement something like this.
If I have two URLs:

https://[HOST]/eligibility?intent=SALESCHAT&page=/it/home
https://[HOST_2]/eligibility?intent=SALESCHAT&page=/it/home

These 2 should be the same URL logically.
I am not sure that an algorithm could verify this 100% correctly and for me it is better to have some semi-manual approach instead.
I don't know if it is possible but it would be great if we can manually select multiple similar logic URLs so to regroup them on a single entry, conceptually similar to what is done on Burp issues:

This way it should be easier to avoid logical duplicates too after having firstly ordered the entries by the param name.
Also if we test the parameter and we find it is a false positive, it should be easy to just delete the group with a single action.
Not sure if this is clear.
And let's hope for the best regarding the state saving!
Thanks again!

Thanks @SimoneBovi, for all your help!
I have added an option to ignore host when processing duplicates, can you please check the updated release:
https://github.com/cak/HUNT/releases/tag/2.3
Let me know if this works to satisfy a couple of these requests, if so I'll PR the updates to the main repo (here).
Maybe we should move state saving to another issue?

Thanks!
I will try in a couple of days.
Yes, better to move state to another issue (looking at the API not sure if
we can do anything though).
Il giorno sab 18 lug 2020 alle 11:37 Caleb<EMAIL_ADDRESS>ha
scritto:

Thanks @SimoneBovi https://github.com/SimoneBovi, for all your help!
I have added an option to ignore host when processing duplicates, can you
please check the updated release:
https://github.com/cak/HUNT/releases/tag/2.3
Let me know if this works to satisfy a couple of these requests, if so
I'll PR the updates to the main repo (here).
Maybe we should move state saving to another issue?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/bugcrowd/HUNT/issues/71#issuecomment-660456960, or
unsubscribe
https://github.com/notifications/unsubscribe-auth/AC4YZTFTPYV4OB6GQ6WMSFDR4FUNRANCNFSM4OYIPRGA
.

--
Simone Bovi

@SimoneBovi Did you have a chance to check out the latest version of HUNT (2.3)? If so, can we close this issue? 🤩

Yes @cak,
it works great!
Thank you very much again! You rock!


Bug with AMD RX series gpus and "Flat lit toon shader"

Theres currently a bug with RX 400 and RX 500 gpus where models with "Flat lit toon shader" will turn up invisible. Here's a few bug reports on VRChat about it.
https://vrchat.canny.io/bug-reports/p/avatars-mine-as-well-disappearing-bug-w-flat-lit-shader-or-amd https://docs.vrchat.com/v1.0/discuss/5a40b0ff3cdca90012583e89 https://docs.vrchat.com/v1.0/discuss/5a45880af1af410030ded733 https://docs.vrchat.com/v1.0/discuss/5a28f9eb85546e001c0f4754

Also, it seems to ONLY happen in VR

I have this bug as well, RX 480. I've been considering selling my RX 480, and just purchasing the Nvidea equivalant, the GTX 1060, for sometime. This only makes me consider doing so more. Do you it would be worth it, or should I just perhaps try to wait it out?
Would it be possible to force anyone who used this shader with a model they created, to create two models, one with the shader, one without, and have VRchat pick the proper model to load based on your graphics card? Maybe we could do a purge of all models affected with this shader, and force creators to implement this?

Is there a way to just blacklist certain shaders from running on my end?

the creators of the sahder really work fixing this bug? I need know this to see if I sell the HTC VIVe
I really frustated. I buy HTC vive only for play VRchat and now i can't play :(

So I updated to 18.1.1 but also selected to verify the file integrity of vr on chat. It found 1 file and replaced it not sure which one fixed it but it has been working.

I reainstaled the game and update the drivers, and nothing, the same bug :(

Updated to 18.2.1, verified the files, nothing changed.
It seems we have different reasons for the same bug.

I'm legit to the realm of angry right now.
When creating such a major element to 3D modeling, you should've accounted for both major brands of GPUs, rather than focusing on a single one and forcing away half of your audience.

so I spoke too soon. It is better it will work when ai load the game.
however if I hop enough worlds it will eventually glitch and stay permanent
till restart some times it messes up on first load. however if it loads
right and I just stay and hang out it will not break. may be different
causes though
On Fri, Feb 2, 2018, 4:37 PM HoshouNeko<EMAIL_ADDRESS>wrote:

Updated to 18.2.1, verified the files, nothing changed.
It seems we have different reasons for the same bug.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-362728720,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AHZVkLn_RUkKHBgnmR_C8m75BIs8r4x_ks5tQ449gaJpZM4RPbFB
.

Can everyone experiencing this problem please submit an issue to AMD. If enough people complain then hopefully the issue will be fixed in a driver update. http://www.amd.com/report

Can confirm that it also happens sometimes for Oculus rift users.

If there isn't a fix, is there some kind of work around that could be created?
I was having an amazing conversation with someone in game just a short while ago, and then them and everyone around me vanished, which just destroyed the whole thing.

This is so devastating and depressing, I just started as a streamer and I just bought and AMD over an NVIDIA, yet the one game I'm trying to stream for is broken because this shader issue. I don't have any more money saved up after forking over 600$ for the vive and another 1000$ for the computer :( Please fix this ASAP, the 19th comes around and twitch bans VRchat Im going to be so depressed.

I was looking in the AMD gaming settings in Radeon app and I saw Shader Cache and it is set to AMD optimized. I don't have room VR ready (since VRchat was the only thing I was really playing), but I was wondering if anyone has tried turning it off AMD optimized or if someone could to see if it helped.

@Hopossum i have HTC VIVE and amd RX480. This is my settings:

I have always this settings and don't change the bug :(

Before anyone gets their hopes up, the recently released 18.2.2 driver does not fix the bug.

I have changed all the settings in Radeon, nothing helped.

This issue has been around for months apparently, do what I did and sell your AMD card since it seems like it'll never get fixed. I sold my 480 and my 1080 is arriving tomorrow.

You are more sticking to amd than you are the devs by dropping amd over
this one devs code
On Tue, Feb 13, 2018 at 11:12 PM, Churro480<EMAIL_ADDRESS>wrote:

This issue has been around for months apparently, do what I did and sell
your AMD card since it seems like it'll never get fixed. I sold my 480 and
my 1080 is arriving tomorrow.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-365498386,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AHZVkGa7s1ddI2JzaLcfQoLqA96-Ieqqks5tUmtJgaJpZM4RPbFB
.

I won't change my card for single game, especially if iam loosing my free sync. All other games run perfectly.

Current latest amd driver works on rift for most part bug eventually reappears and restarting game normally fixes it though it is a pain. Can not speak for vive, and this is still a bug.

If developer of shader wants to do a crowd fund to by an rx 580 to fix this I will pitch in

I was thinking about that yesterday, screw it. I made a gofundme for cubed.
I think we could all throw 25$-50$ together and get this funded by the weekend!
https://www.gofundme.com/get-cubedparadox-an-amd-rx-580
I'm going to list him as the beneficiary so he will receive the payout.

LOL why would you pay to get the developers a graphics card to fix a bug with their game... that's ridiculous. They should be spending their own money to get one to fix the issue since this problem is turning people away from playing their game. I'd rather just wait for amd to eventually fix it at this point.

It is a free game and I think this is just a general unity shader that I
also did not have to pay for. If you want something pay for it.
On Fri, Feb 16, 2018 at 3:36 PM, Bernandion<EMAIL_ADDRESS>wrote:

LOL why would you pay to get the developers a graphics card to fix a bug
with their game... that's ridiculous. They should be spending their own
money to get one to fix the issue since this problem is turning people away
from playing their game. I'd rather just wait for amd to eventually fix it
at this point.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-366365090,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AHZVkI7n9cq93Kd72jWEpHjBYrxjqVA5ks5tVfTHgaJpZM4RPbFB
.

I'll note that this shader was not built by VRChat, it was created by the VRChat community.
Additionally, please keep this comment thread to anything regarding working around the issue, or performing a pull request to fix the issue (or related talk)

Hi there. This shader's development is not attached to VRChat, and people using the shader are doing so because it's a free resource, not because it's required to play VRChat.
Because it's just a project I'm occasionally working on in my free time, I can't guarantee support for all issues that arise.
That said, I'd really to fix this bug, it's a thorn in my side and super hard to test without the correct hardware (I have a 1080ti)
I've accepted this gofundme offer, https://www.gofundme.com/get-cubedparadox-an-amd-rx-580
but I'd like to clarify if I get the funds for a test card, I can only promise to use it to test the bug, I'm reasonably confident I'll be able to at least find a workaround, if not a full solution, but I cannot promise a fix
Thanks for all the support!

Donated 30 as soon as I saw it

So is this like a thing that will last forever or will they fix it eventually? I am honestly really confused and I need someone to explain why almost everyone is invisible and how to fix it.

Yes, the dev of the shader didn’t have an amd to test his code on, shader
got popular and somewhere along the line code got broken, now we’re trying
to raise money for the dev to get an affected GPU
On Mon, Feb 19, 2018 at 3:31 PM UneoldSpirit<EMAIL_ADDRESS>wrote:

So is this like a thing that will last forever or will they fix it
eventually? I am honestly really confused and I need someone to explain why
almost everyone is invisible and how to fix it.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-366826669,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-If0pEWrC7Bc5lT3tz5u0jm_Y5I7VAks5tWgQ8gaJpZM4RPbFB
.

--

Hunter R.(SuuKool)
suukool.github.io

Oh so this is a glitch with AMD software? Well I don't know if they will fix it or if I should buy a new one. Which would be the smarter choice?

Guys, I'm freaking out,
I went to go to Frys to upgrade my AMD so I could mail him mine and save the time for the crowdfund.
So I drive to Frys,
but I found out there's no more GPUs.
They've sold out nearly in my whole state,
The only thing I can do is order online but I don't have my mailbox key and the landlord isn't back until Wednesday.
So I bought the best GPU they had left, this tiny GT 1030, 2GB DDR5 it was best they had...
So I drive back, I return the GPU.

Still depressed, but WAIT, I have an idea.
Let's the the 50$ and hire someone from fiver who is a gamer and is able to quickly fix the DX12 RX400-500 bug now. or how about we go straight to Unity or Direct X themselves and have someone fix this.
It seems my only option is rebuild the whole damn PC, and have to wait until I get my key, and then gotta wait for shipping. That's like 2 weeks, TWO WEEKS.
We're going to call AMD everyday, I will get a petition. PLS.
FOR THE LOVE OF VR, I CAN'T BE THE ONLY ONE THAT FEELS THIS WAY.

https://i.imgur.com/58p8dLm.jpg

Can we do a workaround, where the people using the vive have a script that overwrites the toon lit shader to standard at least? or even if it has to be temporarly disabled in the game for everyone? Can we just get a workaround?

I think I got it working for Oculus Rift (RX580)

If you don't see VRChat listed in your Radeon settings. Simply add it from your VRChat directory (C:\whereeveryoursteamislocated\steamapps\common\VRChat) .
Open your AMD settings for VRChat, use the settings shown from the attached image below.
Start your VRChat from that directory, not via the Steam Launcher.

Was playing around in VRChat for about 3 hours and teleported around to different worlds of avatars and other kind of worlds without any issues.

Could you let us know what AMD version driver you're using?
I'll test this with the Vive when I get home, hopefully this works.

@Neiru95 mh didnt worked for me using a htc vive. what driver version you have?

Didn't work for me either on Vive
On 20 Feb 2018 6:28 pm, "DreiPixel"<EMAIL_ADDRESS>wrote:

@Neiru95 https://github.com/neiru95 mh didnt worked for me using a htc
vive. what driver version you have?
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-367072378,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AXph1DMsRMgT9O-wuluGFYKWmczMUug3ks5tWw66gaJpZM4RPbFB
.

I am using 18.2.1
Will be testing more later. I could just have been lucky af in those 3 hours yesterday.

@Neiru95 Another confirmation here on Vive, those settings didn't work. Got about 20 minutes in before the bug hit.

@cubedparadox hi! If you can buy a RX4 o RX5 to test the shader ¿How you think can fix the bug? and ¿you have a HTC VIVE to test? because this bug is with HTC VIVE and graphic RX4 or RX5

So um are we close to fixing this or....

bug existed on rift to though lately it hasn't been happening as much

Hi all, I have been working on creating a minimal example shader to repro this, but it has come to take much more free time then I have. I have created a very simple shader, where commenting out some members of the Vertex struct and subsequent uses does not result in an invisible avatar, but keeping them in does.
The shaders are here:
works: https://gist.github.com/anonymous/d7ab0ab59f9ea328453d49ea683078be
breaks: https://gist.github.com/anonymous/6f826cfd7b28c1c69a8cea031a7ed0c1
I need people here to work on the below next steps

Create a minimal version of the above shaders, as I'm sure commenting in some of the broken members and assignments to them will not break it, but I don't have time to debug
Merge the geometry shader in the above test with the actual Flat Toon Shader, such that a case where the Flat Toon Shader does not go invisible is found. Just moving the changes directly doesn't work, so other changes are required.

Thanks,
Sarnex

Has anyone tried running VRChat with the -force-d3d11 command line switch to force Unity to use the D3D11 renderer backend to see if that makes a difference?
You should read the documentation here:
https://docs.unity3d.com/Manual/SL-ShaderSemantics.html
https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
Try #pragma target 4.0 or 5.0 to force the HLSL targets to specific version. Try only using TEXCOORDn and COLORn as the vertex semantics (replace IS_OUTLINE and CLIP_POS with unused TEXCOORDn slots).

YOUR'E THE BOMB!  :) You just need to make a tutorial
because I'm sure a lot of people aren't going to know computer programming
terms about Shader Compilation Target Levels, and how to force over
directX, please elaborate but this does sound promising since in unity
there was an error with the D3D11 renderer but I had no idea where to go
from there,
Thank you so much! If this works I should buy you a beer!
On Fri, Mar 9, 2018 at 10:04 PM, Jesse Towner<EMAIL_ADDRESS>wrote:

Has anyone tried running VRChat with the -force-d3d11 command line switch
to force Unity to use the D3D11 renderer backend to see if that makes a
difference?
You should read the documentation here:
https://docs.unity3d.com/Manual/SL-ShaderSemantics.html
https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
Try #pragma target 4.0 or 5.0 to force the HLSL targets to specific
version. Try only using TEXCOORDn and COLORn as the vertex semantics
(replace IS_OUTLINE and CLIP_POS with unused TEXCOORDn slots).
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-372006129,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-If9kX3X-OPEyMu2A0ONpAmKxcwxgxks5tc20FgaJpZM4RPbFB
.

--

Hunter R.(SuuKool)
suukool.github.io

Any luck with this anyone?
On Sat, Mar 10, 2018 at 6:24 AM, Hunter Raines<EMAIL_ADDRESS>wrote:

YOUR'E THE BOMB!  :) You just need to make a tutorial
because I'm sure a lot of people aren't going to know computer programming
terms about Shader Compilation Target Levels, and how to force over
directX, please elaborate but this does sound promising since in unity
there was an error with the D3D11 renderer but I had no idea where to go
from there,
Thank you so much! If this works I should buy you a beer!
On Fri, Mar 9, 2018 at 10:04 PM, Jesse Towner<EMAIL_ADDRESS>wrote:

Has anyone tried running VRChat with the -force-d3d11 command line switch
to force Unity to use the D3D11 renderer backend to see if that makes a
difference?
You should read the documentation here:
https://docs.unity3d.com/Manual/SL-ShaderSemantics.html
https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
Try #pragma target 4.0 or 5.0 to force the HLSL targets to specific
version. Try only using TEXCOORDn and COLORn as the vertex semantics
(replace IS_OUTLINE and CLIP_POS with unused TEXCOORDn slots).
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
<https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#
issuecomment-372006129>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AF-If9kX3X-
OPEyMu2A0ONpAmKxcwxgxks5tc20FgaJpZM4RPbFB>
.

--

Hunter R.(SuuKool)
suukool.github.io

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-372006956,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AXph1JFDMGnDNy0_G40_AH8u4lcMbsbrks5tc3GVgaJpZM4RPbFB
.

VRChat already runs in D3D11 mode. At least this is not issue.

Using the Driver Version: 17.10.1721-170403a-313213C which came packaged with my Radeon RX 580 I don't get this issue, however, I do get horrible stuttering in VR chat with HTC vive. I'm going to try to install 18.2 again and see if I still get the stutter.

RX 480 and Vive user. I was running on 18.2 and that's how I found out about this issue, so 18.2 isn't a fix. Updated to optional 18.3 to see if that might fix the issue and it's still there. D3D11 mode also doesn't work for fixing the problem, either.

I have a RX 480 and Vive and just found out about this yesterday. I was using the 18.2 drivers then upgraded to 18.3 optional. Neither worked, and the only solution I've found is rolling back to 17.1 but like everyone else says its unbearable to play on. I've also tried running D3D11 mode and that didn't help, either. Got the textures to show up for half a second when launching from the Radeon Settings.

So I have been running latest amd driver as it comes out, oddly enough I have been randomly lucky and not encountered this bug for almost 2 weeks now. Which is weird because it was happening a lot.

So I have been running latest amd driver as it comes out, oddly enough I have been randomly lucky and not encountered this bug for almost 2 weeks now. Which is weird because it was happening a lot.

What card and drivers do you have? Also, AMD just released 18.3.2 so I'm going to try out those drivers.

Rx 580 and driver been updating a lot. I am thinking its luck or my computer just decided to cooperate. Eitherway I have gotten to enjoy my friends not disappearing.

I just bought this custom PC 3 months ago. Bought my HTC Vive a few days ago. My Radeon RX 580 works perfectly for every other game i play including VR Chat. But this invisible flat lit toon model problem ruins the whole thing in VR. It is an issue with every driver i tried.  There are a lot of us with this problem and something needs to be done.

cubedparadox doesn't have the hardware to reproduce. Like I said before, solving this issue is going to require help from the community. I have done some initial investigation but somebody needs to keep it going.

So I've been playing around with drivers and settings all day and I put the selected settings from Neiru95's Radeon Settings image. As soon as I applied those and verified my game's file integrity, I was able to see a flat lit toon (FLT) model for the longest period so far. It lasted for as long as I was in the room which was only about a minute. Deciding that by then the shaders would have broken, I went to a room I know that I can stress test how my car handles the shader (I assume all the walls and models are made up of FLT objects). I could see the room for all of about 5 seconds (the longest time the walls in the room stayed visible to me) before the room goes gray. Here are the pictures of before and after the shaders failed, and for anyone curious the room is named "Pinkierawr's Star Wars Avatars." I then checked my log files for any errors (the log files for VRchat are found in "...\AppData\LocalLow\VRChat" and found that after the room loaded a warning would pop up saying "Cannot set field of view on this camera while VR is enabled." Do with this information what you will, however helpful it is.
@sarnex I understand that cubedparadox doesn't have the hardware to reproduce it, and it really blows that I can't help more but I only have limited programming experience and no experience with C#.

So just last night I decided to switch to Windows 10, I was using Windows 7 before and the game would work just fine with no isssues what so ever with my AMD 480 and Vive. But now switching over to Windows 10 it no longer works in VR mode, works just fine in desktop but when switching over to the Vive I get the same issues everyone else has.

I have been using windows 10 whole time but issue has been gone for a while on rx 580 i seems to be inconsistent as to when it exists.

The issue not occurring on Windows 7 is likely because AMD does not have a new version of the drivers for Windows 7. So basically, you were using out of date drivers (because you had no choice).
Despite that, I'll restate that using old drivers is a bad idea and you shouldn't do it.

I dont believe that is likely because amd supports windows 7 with the rx400, rx500, and vega series (all their releases shows support for windows 7). Maybe he could provide the version of their drivers he was on.

So it turns out when I was running Windows 7 I had old drivers, I also had to change back to old drivers again on Windows 10 for the problem to go away, for some reason my rig didnt want to work with recent drivers, so I went back to the 17.1.1 drivers

The glitch has actually gotten worse for me as of today.
Usually I could get 5-10min of time in game before the glitch hit (sometimes up to an hour if lucky).
As of today, with the newest AMD driver, the game loads with the glitch immediately.

@caceresdaniel and you are using the rx580? Is this the 4gb or 8gb variant? Could you upgrade to 17.2 (or 17.1.2) and see if it happens there as well? Just making sure before I dive into seeing what changed on their end because it seems to only happen with the rx series (including vega), while other amd gpus dont have this issue. It also seem to happen more with the vive than the rift (though with the rift after a few minutes, it will happen).
@firemarth what amd gpu are you using?

I have an amd radeon rx 480. I have found a solution to my problem and am running the most updated drivers to date. I run steam vr in non-direct mode or extended. The game renders toonshaders the way it did on 17.1.1 I do not know why but would like to know if anyone else fixed this issue by swapping to non-direct.

@GankGoat I've just tried this, and I can't seem to get past a "The Headset and your Main Monitor must be connected to the same Graphics Card", which is weird to me because they ARE connected to the same graphics card... Does the main monitor need to be connected through an HDMI? At the moment it's connected through DVI, but idk if it makes a difference.

@SlugBug For me I have always had my main monitor on hdmi. I am not sure if this matters or not. I was told issues could occur if the main monitor and the headset are not plugged into the graphics card. I would try swapping a port and restarting. I had an issue before with the compositor that was solved by doing this.

Even if you disable direct mode, the rendering will still be wonky. If you want to see if you really had luck, goto the "Moon" or "Mars" and see if things will act up more. Make sure you are running the latest drivers when testing and not 17.1.x.

I try this and don't see diference. 10 seconds and the bugs appears

@GankGoat Is this solution still working for you, because even in extended mode I am unable to see the shader.

Well i gave up on this problem and had a friend send me one of his old nvidia gpu's he had laying around, the easiest way to fix this is to not use amd, also i am unsubscribing to this, i tried all of these and id rather use the gtx 960 i have now instead of reinstalling my rx 580 (that i plan on selling with a label saying not recommended for vr) so i solved my problem for cheap $20 instead of spending $700

@shrilex if youre using it for vr, then you better off spending money on better nvidia card than a old one. The card itself is able to run VR just fine (so labeling that way is kind of wrong but it is your opinion), but the drivers have changed stuff that made this specific shader act up. Instead of selling it, you could donate it (or lend it) to @cubedparadox so he could see what the issue could be and provide some feedback on it.
I tried to reproduce this within unity with the shader and steamvr plugin (both within unity and standalone, but there isnt any issues with the shaders within unity. It is only when it hits vrchat that issues start to arise, so it could be the shaders but it could also be something within vrc as well.

I've got an MSI RX 480, I enjoy VRChat so much I'm considering getting an EVGA GTX 1060 (Which is apparently better than an RX 480 anyway? If someone could confirm this that'd be great) which is pretty cheap on Amazon atm. If I do, I would be willing to at least let Cubed Paradox use the 480 long enough to fix the problem. So if @cubedparadox is up for it, I think I'd be willing to help everyone out in this way. Also, again, if someone could confirm that getting an EVGA GTX 1060 would be an UPGRADE from an MSI RX 480, I'd greatly appreciate it so that I know I wouldn't be wasting almost $300. I'm fairly certain it is based on a quick GPUBoss comparison, but I'd like to be sure.

Also another interesting thing to note - My brother has the EXACT same PC build as I do - Down the to same RAM model, GPU, CPU, everything - And he can see Cubed's Shaders just fine while in VR, whereas I cannot. Is there any way we could figure out how this happens? Like maybe I could find what all his driver versions are and we can figure something out with that? He's running AMD driver 17.3.3 like most people say works, but he gave those drivers to me to use but it still didn't work for me. So if that's the only reason it's working for him, I'll just continue to wait for @cubedparadox to agree to being lent my RX 480

If you're installing drivers, run amd clean utility to remove traces then
reinstall the driver. Again, downgrading shouldn't the only option.
On Tue, Apr 17, 2018, 11:52 AM SlugBug<EMAIL_ADDRESS>wrote:

Also another interesting thing to note - My brother has the EXACT same PC
build as I do - Down the to same RAM model, GPU, CPU, everything - And he
can see Cubed's Shaders just fine while in VR, whereas I cannot. Is there
any way we could figure out how this happens? Like maybe I could find what
all his driver versions are and we can figure something out with that? He's
running AMD driver 17.3.3 like most people say works, but he gave those
drivers to me to use but it still didn't work for me. So if that's the only
reason it's working for him, I'll just continue to wait for @cubedparadox
https://github.com/cubedparadox to agree to being lent my RX 480
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-382044323,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ADvIyKBxns0cMsb9P9OmlHVBOx3RdP6Fks5tpg_BgaJpZM4RPbFB
.

I'll give it a test run sometime tomorrow to see if it helps.
On Wed, Apr 18, 2018, 1:20 AM Nick Benge<EMAIL_ADDRESS>wrote:

@SlugBug https://github.com/SlugBug I'm interested in borrowing
hardware, but the next month or so is going to be bad timing for me, I'll
be away from my pc and unable to test cards.
In the meantime until we find a fix/AMD fixes their drivers, I've released
a lite version of my shader, which avoids doing geometry shading altogether
by removing outline support.
https://github.com/cubedparadox/Cubeds-Unity-Shaders/releases/tag/0.24
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-382265169,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ADvIyAIBmZAzergBHb_aqAH3RJLtpuo5ks5tps0QgaJpZM4RPbFB
.

@cubedparadox Alright sounds good, just let me know once you've got more free time on your hands :)
I may or may not grab myself the GTX 1060 in the meantime... More than likely I will. It still feels a bit ridiculous to spend SO much money JUST for what is essentially a "hang out with people" simulator, but I suppose the enjoyment I get out of it makes it very worthwhile. And if I get to help out everyone else with this problem in the process that's worth it too.
Thanks for the lite shader btw, I know it won't help anything since all the problem models will still be using the old shaders, but the new options of things like double-sided shaders are great to have!

So I'm not exactly sure what changed with my system, but wanted to share. Basic system specs:
Win10 Pro
RX 580 (MSI)
AMD Ryzen 1700X
Most updated drivers (18.3.4)
HTC Vive
The first time launching the game today had me run into the typical invisible models bug. I exited the game and went to the "Gaming" profiles in Adrenalin (Radeon Settings). At first, I removed every setting that was AMD-optimized (Everything either off or "Application Settings").  When I launched the game the second time around the models with Cubed's shader were working for about 10 minutes but I noticed the game would occasionally stutter as though it were loading. After a few of these the models first went shadow-only and then invisible.
The next thing I did was enable all of the AMD optimized options, adaptive multisampling, shader cache, anisotropic filtering x16, the whole bit. The next time I loaded the game the models stayed visible during my whole test (about 20 minutes) including swapping between worlds.
As I said, not sure if this information is helpful at all, but considering I am using pretty much all of the hardware and software that tends to cause this issue, figured it might be worth mentioning.

OS: Windows 10 Home (Build 16299.371)
CPU: Intel Core i5-3330
GPU: Radeon RX 560 (Driver Version 18.3.4)
VR: HTC Vive
Pardon for being long winded, but I wanted to be verbose to possibly give any insight to the devs as to where to find the explicit conflict.
I formerly owned a Radeon 7850 card which wasn't powerful enough to properly handle VR. I could use it, but it wasn't at all pleasant. However, when using it, I never had this issue. During the time that I had it, I used both the Desktop, Oculus and Vive, and never run into any shader issues.
I can understand that the technology being so old, it was probably not using certain features that the current cards use, and thus may not trigger the error. However, this card failed on me fairly recently. I am a devout AMD user, and so when I purchase a replacement, I went for the RX560.
This is where the issues began. I had originally thought the issues were with the most recent VR Chat update that happened, because I suddenly saw many people complaining about having invisible avatars, up to seeing a world named "Avatars you can't see update" when going into VR Chat.
I then looked into it and found that the key conflict was with this shader. It never occured to me just how many avatars use this shader, until a crowded room of 20-30 people was near invisible to me, the only things rendering on people was items that did not use the particular shader.
When using the desktop app, I have not experienced this bug. I also have not used the app extensively since getting the new card, but the sessions I have used it had none of the results of the below tests. I could not replicate the bug on the desktop app.
My tests were as follows:

Upon loading in, I am rendered. A few moments will pass and then I will disappear. I have set my home to the Nier: Automata world, and I learned that within this world, if I walk into a particular part of the map (Pictured below) I reappear. As long as I don't leave my home world, I will never disappear again. I sat in this world for a whole hour waiting to see if I would disappear. I did not.

If I disable the Shader Cache, the bug does not occur for a while. The amount of time between disabled and On/AMD Optimized is significant. It takes several minutes, but no more than an hour, before the bug shows back up. When set to on, the bug is instant upon entering any other world, including a different instance of the Nier world beyond my home world.

I was unable to find an explicit trigger, because even if I'm fully rendered in a world, and I don't have anything else loading, I will still experience an eventual point where I disappear, almost always while I'm in menu. I'll experience it even when I cease moving for a period of time. No matter what input or timescale, it will randomly cease to work.

If there is any further testing I can provide, I will do it happily. Again I apologize for being long winded, but I wanted to be as clear as possible.

I wanted to briefly update, a friend used the the lite version of the shader and it does in fact fix the issue and is fully visible, albeit full-bright due to lack of shadows. The glitch is definitely associated with the part of code that is not included in the lite version.

AMD update 18.4.1  maybe be positive for cube shader re-support. I keep walking around and no avatars where gone. Could be many reasons for it, dont know.  One anime model was using standard but that could be nothing.
Recommend testing different cubed shader versions with this update.

@ACIIL it seems to be at random (meaning you could go a whole session without anything happening but when reloading it may show signs of it wanting to act up), but some places like the moon or mars still act up regardless of what version you on.

@ACIIL Unfortunately, I was able to replicate the bug on the latest driver release. The driver does not correct the shader bug. Note, I use a AMD RX 560, so maybe a fix for RX 400 series cards? Might be unstable according to the previous comment, and still might not fully fix the issue. Verdict: Not a solution yet.

Yeah nope using RX 480 and I can tell you the new driver does not fix the issue. I've tried installing the old driver they say works from jan 2017
"Aev
From my understanding, this is an issue with the way Cubed's shader creates the outline on avatars. It's not related to VRChat, it's something that AMD broke in their drivers (the Jan 2017 AMD driver still works). There is a recently released version of Cubed's shader that doesn't have the outline option, which will display correctly for users with AMD GPUs. Past that, this is not something VRChat can fix on their end."
yeah that does not work...

As someone who has followed this for a while, this bug is a weird one. if
you stick with playing and updates long enough it goes away permanently for
some and not others. And that is on the same card with the same drivers on
same headset. It seams very random.
On Sat, May 19, 2018 at 9:32 AM, TheLDSmissionary<EMAIL_ADDRESS>wrote:

Yeah nope using RX 480 and I can tell you the new driver does not fix the
issue. I've tried installing the old driver they say works from jan 2017
"Aev
From my understanding, this is an issue with the way Cubed's shader
creates the outline on avatars. It's not related to VRChat, it's something
that AMD broke in their drivers (the Jan 2017 AMD driver still works).
There is a recently released version of Cubed's shader that doesn't have
the outline option, which will display correctly for users with AMD GPUs.
Past that, this is not something VRChat can fix on their end."
yeah that does not work...
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-390408898,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AHZVkNbfy6oYeD7TP_YHxMbqXtOIp89gks5t0Cz3gaJpZM4RPbFB
.

Yeah I was very happy when I first played this game, had no issues on my first day, then when I logged in my second day and every time since my avatar has disappeared and most others along with it. Very discouraging

I'm seeing reports that this is fixed with the latest drivers. Please try updating your drivers to the latest version:
Radeon Software Adrenalin Edition 18.5.1, released 5/22/2018.
https://support.amd.com/en-us/download

I'll give it a try in a bit to see
On Wed, May 23, 2018, 3:51 PM CD Tupper<EMAIL_ADDRESS>wrote:

I'm seeing reports that this is fixed with the latest drivers. Please try
updating your drivers to the latest version:
Radeon Software Adrenalin Edition 18.5.1, released 5/22/2018.
https://support.amd.com/en-us/download
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-391474708,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ADvIyHmYoW6kltkS8cmBHvRM9g9lHJrRks5t1b20gaJpZM4RPbFB
.

I update all the drivers and sometimes the bugs appear.
My dream is that I'll actually be able to play this game by the end of 2018.

I'd strongly suggest leaving a response on this page: http://amd.com/report
Don't expect a response, but describe your issue, your GPU, and point back to this comment page (paste the URL).
Bugging AMD to fix their drivers is probably the best way to get this fixed.

Give 18.5.2 a try and see if it still an issue. Was released on the 30th.

Just did a small test with the latest drivers and I can say it does look like everything is fixed but I cannot say if it is the result of the latest drivers since i know vrc updated a few days ago.

If it is true that it is completely fixed (I only have vega so im not sure about rx4xx and rx5xx), then it mustve been related too "Shader Cache may sometimes fail to enable or may not correctly cache shaders for games."

honestly it seems for most people you just keep restarting till it works
and doing it more often or not till eventually and some random update it
works for them no problem lol. no longer running 580 though it randomly
quite breaking a while back for me on it then I switched to vega.
On Mon, Jun 4, 2018 at 10:27 PM, Darius Clark<EMAIL_ADDRESS>wrote:

If it is true that it is completely fixed (I only have vega so im not sure
about rx4xx and rx5xx), then it mustve been related too "Shader Cache may
sometimes fail to enable or may not correctly cache shaders for games."
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/cubedparadox/Cubeds-Unity-Shaders/issues/27#issuecomment-394569594,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AHZVkNk6cUt1Oy5jQSe5jhQ_3mu4zRLyks5t5fqOgaJpZM4RPbFB
.

18.5.2 seems to be a fix. I just wanted to thank everyone for the constant effort I have been keeping track since I commented on this thread Jan 7th.

Played for nearly two hours today without the glitch activating at all. I think it may actually be fixed!
Been waiting and hoping since last December, so I am quite excited right now.

Internal VRChat team has confirmed on AMD hardware that this issue is fixed with the latest drivers.
Closing until AMD breaks it again, thanks for all the support and testing.


Support config extends

I was looking to create a common .sass-lint.yml config that I could use across different projects easily, similar to ESLint.
I noticed in #400 that there was mention of supporting plugins similar to ESLint. This isn't really support for plugins, more specific for defining common styles in a separate package, but there is potentially some overlap between the two goals.
I am content if this isn't the approach that we want to take here, I just figured I'd take an initial stab at it.
DCO 1.1 Signed-off-by: Brett Langdon<EMAIL_ADDRESS>

I have created https://github.com/underdogio/sass-lint-underdog which is a wrapper around sass-lint, which loads in a default configuration file first before linting. It isn't very pretty, but I wanted to share this here in case anyone was interested in trying to have support for default/shareable sass-lint configs in the meantime.

Hi @brettlangdon sorry for the silence around this! Thanks for your PR, we've just updated develop with all of the rule updates and features etc for our impending 1.6 release would you mind updating this PR and then we can definitely look over it for you.
Thanks again for your PR :+1:

Coverage decreased (-0.05%) to 96.818% when pulling 721ab2e237e918d64f1c3169c90c2572cd135eda on underdogio:support-config-extends into db4db51cb455a831a11d87b05dd9b24575cfeb75 on sasstools:develop.

@DanPurdy are double quotes a new standard? Should I update my code to use double quotes?

@brettlangdon no dont worry about it @Snugug just needs to update our settings in codacy or remove it :wink:
Leave them as single quotes for now, thanks! We'll look into this now it's updated! Thanks! :+1:

@DanPurdy Is anyone looking to this? Need any help?
I'd really like to be able to have a shareable/extendable sass-lint config!

@artiomnist Forgot to update my reply, but it actually works already! You can configure your .sasslintrc like this:
{
    "options": {
        "config-file"<EMAIL_ADDRESS>    }
}


Dashboard

⚠ Please verify that this feature request has NOT been suggested before.

[X] I checked and didn't find similar feature request

🏷 Feature Request Type
UI Feature
🔖 Feature description
Group monitors (e.g. by tag) on dashboard page (status page has something like that, but with manual groups)
✔ Solution
Add automatic grouping by some parameter (e.g. tag) on the dashboard page, so when "Group / monitor 1" is down, whole group will have indication (e.g. yellow or red mark) that something is wrong.
Groups by default should be collapsed, so if you have a group in the monitors list on the dashboard, you should see it with drop-down icon.
Text example of group by default (collapsed):
(X) Group name (v)

Text example of click on group:
(X) Group name (^)
* (X) Monitor 1 [|||||||]
* (X) Monitor 2 [|||||||]
...

❓ Alternatives
Status page groups, but:

They are manually managed
They don't provide "group status" (e.g. yellow icon if one of the monitors is down, red icon if all monitors are down)
Status page is public

📝 Additional Context
We have 150+ monitors right now, but in fact there is 50+ "groups" by 3 monitors in each of them, thus dashboard list of monitors is unusable.
With that feature implemented, it will be much easier to manage such setup

@etkecc  a very similar feature has been implemented+merged.
Any version after 1.22.0-beta.0 supports this.

Could you close this Issue, if this has been resolved?

🥳

I wouldn't really call the issue resolved until it's in a stable release.
But thank you!
On Mon, Jun 12, 2023 at 7:15 AM Frank Elsinga @.***>
wrote:

🥳
—
Reply to this email directly, view it on GitHub
https://github.com/louislam/uptime-kuma/issues/1191#issuecomment-1586348186,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AAKOQBMZZY6RJIOXBY7RQU3XKY37PANCNFSM5MCTVU3Q
.
You are receiving this because you are subscribed to this thread.Message
ID: @.***>


bug: npx command opens cli.js file in windows

Check for solution applied here https://github.com/rrd108/vue-mess-detector/issues/134

fixed in https://github.com/David-Pena/slash-fix/commit/d85bfbc74f2bee4035a4f0d4b987f2eca0a41b18 and available in latest release v0.3.0


where i can find the shp directory ?

shp directory was already  created or manually i create that directory

i have this question myself... please someone help us.

You can keep the sh files in any folder you just have to keep in mind to have the correct path to the .shp file in your osm.xml file situated in  /etc/mapnik-carto-osm/osm.xml
You can also search for the shp file using this command:
`sudo find / -type f -name "filename here"
add *.shp in between double quotes.

Please update the readme file to include instructions for creating a shp directory in the appropriate place. Right now, it says "Download them to the shp directory" when no such directory exists.

As many users are having the same problem I'll add this solution as a note or in brackets.
I am adding this as a side note because I don't remember whether a default directory is set in the osm.xml file, if a directory is already set then the readme points to that directory as the shp directory and only mention of that directory should suffice.


Leaking TransactionQueue when no @Table is defined for @Database [low priority]

DBFlow Version: 3+ I believe (reproduced on HEAD)
Issue Kind (Bug, Question, Feature): Bug
Description:
I consider this low priority since usually when you declare a @Database you want to declare at least one @Table for it, even when testing.
I'll try to explain the best way I can, but the tl;dr; is:
A @Database with no @Table will not be registered at the DatabaseHolder and its TransactionQueue will never be interrupted which results in 1 thread waiting.
Detailed version:

In the tests of DBFlow there's a @Database declared at myDB.java
There's no @Table declaration for this database
The constructor of the generated myDBtest_Database.java (extends DatabaseDefinition) will be inserted at the GeneratedDatabaseHolder
The constructor of the DatabaseDefinition will create a TransactionManager for its own, which will create a DefaultTransactionQueue/Thread and wait
myDBtest_Database will never call DatabaseHolder#putDatabaseForTable since there's no table declared for it and because of that, none of the DatabaseHolder maps will be populated with the myDB-related classes
When FlowManager is being reset/destroyed and the globalDatabaseHolder.databaseClassLookupMap is being scanned, it won't find any myDB-related classes and won't stop the TransactionQueue created at step 4.

I think a fix would be to DatabaseHolder also register a database without Tables, with a simple putDatabase that takes no Table param or not injecting this database definition at the GeneratedDatabaseHolder if no @Table was defined.
But to be honest I don't know if this is the best solution and/or viable. What do you think?

fixed issue now in develop.


corotine taking to long after swipe action in "farbwahl modus"

this keeps coming back

BTW, that discord link takes me to noting?

it's only because display painting is taking more time.
https://github.com/esphome/issues/issues/4717


fix: CSP inline style violations (fix #905)

Content Security Policy prevents the usage of inline styles on DOM elements, unless the insecure 'unsafe-inline' rule is used. This can be worked around by setting styles through the JS DOM API.
Fixes #905

The tests are green and I have manually tested the vue inspector.
However  I have not yet manually tested the changes to the vue toast, since I don't know how to trigger it, so it would be great if someone could test it or provide instructions on how to trigger the toast.

Also note that this changes the signature of the highlighter.js:showOverlay function to accept an array of dom elements instead of a raw html string.
I didn't see any other consumers of this function, so it should be fine.


Add resource info when asking for fields - 62

[Auto generated]
Number: [#62]

must-gather-explorer[pull_request][3e1d1fd0-b572-11ef-9fa7-7e2f22bc14a4][PR 62]: Closing issue for PR: Add resource info when asking for fields.
PR was closed.


complie error on linux

i am using the following..
make -f makefile.unix USE_UPNP=1 USE_QRCODE=1 USE_IPV6=1
main.cpp:17:53: fatal error: boost/random/uniform_int_distribution.hpp: No such file or directory
compilation terminated.
make: *** [obj/main.o] Error 1

checkpoints.cpp:56:5: warning: missing initializer for member ‘Checkpoints::CCheckpointData::fTransactionsPerDay’ [-Wmissing-field-initializers]
checkpoints.cpp: In function ‘int Checkpoints::GetTotalBlocksEstimate()’:
checkpoints.cpp:115:31: warning: unused variable ‘checkpoints’ [-Wunused-variable]
const MapCheckpoints& checkpoints = *Checkpoints().mapCheckpoints;
^
makefile.unix:190: recipe for target 'obj/checkpoints.o' failed
make: *** [obj/checkpoints.o] Error 1

heckpoints.cpp:56:5: warning: missing initializer for member ‘Checkpoints::CCheckpointData::fTransactionsPerDay’ [-Wmissing-field-initializers]
checkpoints.cpp: In function ‘int Checkpoints::GetTotalBlocksEstimate()’:
checkpoints.cpp:115:31: warning: unused variable ‘checkpoints’ [-Wunused-variable]
const MapCheckpoints& checkpoints = *Checkpoints().mapCheckpoints;
^
makefile.unix:190: recipe for target 'obj/checkpoints.o' failed
make: *** [obj/checkpoints.o] Error 1


Update drop-external-table.md

This is what V3 returns as the output for the following .drop external table, having executed the following .create external table previously:
.create external table ExternalBlob (s:string, x:long)   kind=storage
dataformat=parquet
(
h@'https://storageialonso.blob.core.windows.net/table;storageKey1'
)
with (docString = "Docs", folder = "ExternalTables")
.drop external table ExternalBlob

@shsagir
Can you review the proposed changes?
When the changes are ready for publication, add a #sign-off comment to signal that the PR is ready for the review team to merge.
#label:"aq-pr-triaged"
@MicrosoftDocs/public-repo-pr-review-team


Closes https://github.com/mitodl/ocw-studio/issues/1652.
What's this PR do?
Updates the concourse version to v7.9.0 to be consistent with RC/prod.
How should this be manually tested?
If running on Apple Silicon, first run cp docker-compose-arm64.yml docker-compose.override.yml.
Run docker compose up, navigate to http://concourse:8080 and verify that version: v7.9.0 is shown at the bottom of the page.

Codecov Report

Merging #1653 (7322c41) into master (07f4c8a) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #1653   +/-   ##
=======================================
  Coverage   88.67%   88.67%
=======================================
  Files         242      242
  Lines       10278    10278
  Branches     1721     1721
=======================================
  Hits         9114     9114
  Misses       1028     1028
  Partials      136      136

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.


FireLinks for more Content

A lot of links that go to gccollab content use the FireLinks onclick, but newer added content is not handled and by default uses the "external-page" to open the in-app browser version of the content.
Add handling for more content by FireLinks.

Good idea @bmrgould - thanks for taking this on.


https://github.com/Foxandxss/angular-toastr/issues/204

This fixes the problem for me.

I need to investigate as soon as I have time, probably after angular connect this month.

Excellent, thank you! Enjoy the conference.


Add AirCash

Add AirCash

Hi @Satoshiisgod I can't merge this - can you resolve the merge conflict from your end?

Hi @Satoshiisgod I can't merge this - can you resolve the merge conflict from your end?


Update EVM Tests to Support Type-2 SMT format

We need the test-runner to support the Hermez-style SMT layout in order to test the type-2 zkEVM.
I recall there was some work done in this aread, but there may need some tweaks following recent SMT design switch.

Done in https://github.com/0xPolygonZero/evm-tests/tree/type2.


Ignore exception

As in legacy python/raven sdk, there should be an option to ignore errors.

This is a duplicate of https://github.com/getsentry/sentry-python/issues/149


IdToken not being set as authorization  header in axios interceptor on page load.

I am setting the idToken as authorization header for a standalone backend for my project as follows
import axios from "axios";
import { getApp } from "firebase/app";
import { getAuth } from "firebase/auth";

  const auth = getAuth(getApp());
  export const axiosInstance = axios.create({
    baseURL: process.env.NEXT_PUBLIC_BASE_URL
  });
// Intercept request
  axiosInstance.interceptors.request.use(
    async function (config) {
      const idToken = await auth.currentUser?.getIdToken();
      console.log(idToken)
      if (idToken) {
        config.headers.Authorization = `Bearer ${idToken}`;
      }
      return config;
    },
    function (error) {
      return Promise.reject(error);
    }
  );

However whenever I refresh the first few requests are being rejected from the backend as they dont have any idToken. but if I navigate to another page or initiate a request after the page load they work fine.
The only way to bypass this is to store the token in localstorage and access from there for the first few request and then the firebasek keeps refreshing and updating  the localstorage once they have user in auth. but this causes another issue where the token expires if the screen is left open for too long and the api returns a 403 error. the backend is a standalone backend made using flask.
Am I missing something in the implementation? is there another way to get the idToken in non react component when using this library? Thanks in advance for the help.

Have you found a solution? Having the same problem


Horovod PyTorch Multi-GPU Only Using 1 GPU (Multi-Node Too)

For the Horovod + PyTorch + MNIST example, I created my own algorithm deriving this method. From what I can tell, it seems like SageMaker is only taking advantage of 1 GPU per node even when using ml.p3.16xlarge instances. hvd.size() will always return 1 and hvd.local_rank() always returns 0.
It probably has something to do with the horovodrun command under the hood. Take a look at the very bottom of this page.
It requires extra params for launching multi GPU.
The reason I think this is the problem is if you look at SageMaker Tensorflow Estimator's documentation, there is an arg called distributions. According to this article by AWS this is where you need to define your horovod (mpi) options. More specifically hvd_processes_per_host.
In contrast, the SageMaker PyTorch Estimator's documentation has no such argument. Neither do their base classes (Framework Estimator and so on...).
I could very well be doing something wrong, but literally all I did was change a few hyperparameters and use a larger dataset than MNIST (ImageNet).
Another interesting side effect is that after 25-33% of the first epoch, GPU utilization drops from ~86% all the way to 0%, however the GPU memory usage remains the same.
And finally the data partitioning doesn't seem to work, like I said hvd.local_rank() returns 0 and hvd.size() returns 1 so the dataset is read fully as 100% for each node even when each node has 8 GPUs.
GLOO & NCCL, PyTorch 1.4.0 & 1.5.0 are the same story.
Here are some logs: (note end batches take much much longer than the previous)
1xNode 1xGPU Pastebin

1xNode 1xGPU w/ forkserver Pastebin

Note: Seems like the GPU tanking is solved by using fork...

1xNode 4xGPU w/ forkserver Pastebin -- Interestingly enough, there was about a 30% speedup from 1GPU to 4GPU. Same instances just different GPU counts. However, again, hvd.size() reports 1.

2xNode 1xGPU w/ forkserver Pastebin

@McCrearyD
Thanks for reporting this. We need to add the distribution arg in the pytorch estimator to run the training script with mpi like the tensorflow one here -  https://github.com/aws/sagemaker-python-sdk/blob/64f600d677872fe8656cdf25d68fc4950b2cd28f/doc/frameworks/tensorflow/using_tf.rst#training-with-horovod

they fixed it in one of the latest versions, although the docker container hasn't been updated so it basically does nothing.

@icywang86rui Any updates on adding Horovod / distribution parameter support for PyTorch estimator?

I think I managed to solve this with a requirements file and a custom estimator object:
https://github.com/horovod/horovod/issues/1996#issuecomment-727078447


Adjust default library favorites

Adjust default library favorites in UpdateMenuHistory when \Library and _Demos folder refactoring is done.

Also do this for \Examples and decide if existing examples should remain or be amended.


Not showing the skin

Not showing the skin of name "greekSTELIOS5"

Found the bug and will fix it in the next version! Thanks for reporting :)


Add glossary section for DG for unified naming conventions

This is for developer's reference so that we don't name things anyhow.
Please take a look and see what other terms we should add into here.

Codecov Report

Merging #49 (3987c07) into master (2705ace) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##             master      #49   +/-   ##
=========================================
  Coverage     69.85%   69.85%
  Complexity      360      360
=========================================
  Files            67       67
  Lines          1118     1118
  Branches        104      104
=========================================
  Hits            781      781
  Misses          308      308
  Partials         29       29

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 2705ace...3987c07. Read the comment docs.


HA deployment support.

This description involve quite a few items documented during internal discussion, may need to revise it to reflect the scope.
A document to help user deploy a HA Harbor, this requires some effort in different components. (worst case, no Notary, no Clair)  - P0
New component: introduce Redis in HA deployment, user will provide the Redis by default.   - P0
Not Considering HA of Harbor DB and shared storage for image blob.
AdminServer: Store conf in Harbor DB.  - P0
JobService:                             - P1

In memory job queue → external jobqueue.
Coordination in job reschedule.

Clair:                     - P1

Communication between registry and Clair.
Communication between UI and Clair/Clair DB

Notary:               - P2

Communication between UI and Notary
Need to decide on the UX and what to deliver (doc?Ansible playbook?)

Not all of the work will be done before pks-1.0, but need to make sure there's feature hole or inconsistency for that release.

All issues related with this Epic
#3236
Identify a method to share secretkey, private_key and root.crt between Harbor nodes
#3237
store all the configuration items in Harbor to database
#3240
HA configure documentation.
#3316
KeepAlived setup instruction for harbor HA
#3317
Create docker registry config file for HA
#3318
Make change to job service to avoid replication conflicts in Active-Active mode
#3391
Create table to store configuration data
#3238
provide HA version of docker-compose file
#3239
provide script for generate shared keys/certs
#3315
Add -HA option in installation and prepare script
#3269
make harbor database configurable

https://github.com/vmware/harbor/issues/3582
HA solution proposal

Support Clair with HA setup
https://github.com/vmware/harbor/issues/3777

Support Notary in HA setup
https://github.com/vmware/harbor/issues/3791

As we finished all the planned works for phase1. So close this issue. All the HA works for post 1.4 will be tracked by #4001


Adapt SLO specifications to support tags

User Story
As a user, I would like to add tags to my objectives.
Details
The specification for SLO should be changed to support the (optional) tags field:
objectives:
  - sli: "response_time_p95"
    displayName: "Response time P95"
    tags:
     - frontend
     - Team-Abc
    key_sli: false
    pass:             # pass if (relative change <= 10% AND absolute value is < 600ms)
      - criteria:
          - "<=+10%"  # relative values require a prefixed sign (plus or minus)
          - "<600"    # absolute values only require a logical operator
    warning:          # if the response time is below 800ms, the result should be a warning
      - criteria:
          - "<=800"
    weight: 1

   ...

DoD

[ ] The SLO specifications are updated to the new format
[ ] The Lighthouse service returns the tags data as part of the evaluation.finished event
[ ] Unit and Integration tests

Hi @thisthat,
thanks for creating this issue, but I have concerns about it. When we add tags to the SLO objectives I think we put them semantically at the wrong place. I see them closer to the SLI.yaml file.
Nevertheless, I identified 4 options I would like to lay out here:
Option 1: SLO.yaml - no breaking change
---
spec_version: "1.0"
comparison:
  aggregate_function: "avg"
  compare_with: "single_result"
  include_result_with_score: "pass"
  number_of_comparison_results: 1
filter:
objectives:
  - sli: "response_time_p95"
    displayName: "Response time P95"
    key_sli: false
    tags:
      - frontend
      - team-abc
    pass:
      - criteria:
          - "<=+10%"
          - "<600"

Pro:

No breaking change

Con:

"Tagging" not centralized, but rather spread across SLO definitions (duplicates)
Semantically at a wrong place

Option 2: SLI.yaml – no breaking change
---
spec_version: '1.1'
indicators:
  throughput: ""
  error_rate: ""
  response_time_p50: ""
  response_time_p90: ""
  response_time_p95: ""
tags:
  - test (should work global)
  throughput:
    - frontend
    - team-abc

Pro:

No breaking change
Sementically at the right place

Con:

Duplication of SLI-key (e.g., throughput)
Not a "nice" approach

Option 3: SLI.yaml new – breaking change
---
spec_version: '2.0'
tags:
- frontend
indicators:
  - key: throughput
    displayName: Throughput
    query: "builtin:service.requestCount.total...
    type:
    unit:
    tags:
    - team-abc

Pro:

Defintion of SLI as an Object - Most generic approach allowing for extension

Con:

Breaking change

Option 4: SLI.yaml / SLO.yaml merger – breaking change
---
spec_version: '2.0'
comparison:
  aggregate_function: "avg"
  compare_with: "single_result"
  include_result_with_score: "pass"
  number_of_comparison_results: 1
filter:
objectives:
  - sli: "response_time_p95"
    displayName: "Response time P95"
    query: "builtin:service.requestCount.total...
    key_sli: false
    tags:
      - frontend
      - team-abc
    pass:
      - criteria:
          - "<=+10%"
          - "<600"
    warning:
      - criteria:
          - "<=800"
    weight: 1
total_score:
  pass: "90%"
  warning: "75%"


Fetching latest generated docs from kubernetes/release-1.4 in release-1.4 branch

Updated update-imported-docs.sh to match update-imported-docs.sh in master branch.
Second commit is auto generated by running update-imported-docs.sh.
cc @pwittrock

This change is

@devin-donnelly Updated the PR as discussed.
Now that we have the release-1.4 branch, fetching the docs from there instead of master.
This is now ready to be merged.

Rebased


sats standard

Also just realized that this introduces fiat_currency : 'sats'.. Is it worth a new database schema to change

After merging #83, scripts/generate_payment_report.py is broken (my fault). I have a fix already, but waiting for this to be merged first, as there will be additional changes required.


Empty email fetch

Describe the bug
We have a subset of emails that are fetching as blank when using oauth with MS Exchange. See https://github.com/freescout-helpdesk/freescout/issues/1972
The developer at FS suggested I report the issue and share an example with you, please let me know the best way to do so.

Hey i'm also having this issue.
https://github.com/freescout-helpdesk/freescout/issues/2094

Apparently this has been fixed in https://github.com/Webklex/php-imap/releases/tag/4.1.0

It looks like we spoke too fast: https://github.com/freescout-helpdesk/freescout/issues/1972#issuecomment-1326357106
Unfortunately with Webklex/php-imap v4.1.1 people are still experiencing this issue.


CupertinoNavigationBar leading is too high

For some reason the leading in CupertinoNavigationBar is too high. Any ideas?

class MyApp extends StatelessWidget {
  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return new MaterialApp(
      title: 'Flutter Demo',
      theme: new ThemeData(
        primarySwatch: Colors.blueGrey,
      ),
      home: CupertinoPageScaffold(
        navigationBar: new CupertinoNavigationBar(
      leading: Text("lead"),
      middle: Text("Title"),
      trailing: Text("Trailing")
    ),
        child: Center(child: Text("Test!")),

      )
    );
  }
}

(cc @xster)
While it looks okay with the iOS style back button it is a little weird that with text it aligns so strangely.  Comparison:

Yes I can confirm that with the back arrow it looks fine, but with text it is too high.
Somewhat unrelated, where can I find tools that show information on widgets such as bounding boxes, hitbox, etc. I did find profiler for framerate which is really nice.

This seems consistent with the Material AppBar API as well where the leading widget is forced to take the full height of the leading position slot.
The easiest workaround is to wrap your leading widget with
leading: Align(
  widthFactor: 1.0,
  alignment: Alignment.center,
  child: Text('lead'),
),

I'll see if we can make it more convenient

THIS. IS. SPARTA. Cupertino!

+1

Issue still exist on
Code Sample
import 'package:flutter/cupertino.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return CupertinoApp(
      title: 'Cupertino App',
      home: CupertinoPageScaffold(
        navigationBar: new CupertinoNavigationBar(
            leading: Text("lead"),
            middle: Text("Title"),
            trailing: Text("Trailing")),
        child: Center(child: Text("Test!")),
      ),
    );
  }
}

flutter doctor -v
[✓] Flutter (Channel dev, v1.16.3, on Mac OS X 10.15.4 19E266, locale en-GB)
    • Flutter version 1.16.3 at /Users/taha/Code/flutter_dev
    • Framework revision be3a4b37b3 (4 days ago), 2020-03-26 18:08:05 -0700
    • Engine revision b2bdeb3f0f
    • Dart version 2.8.0 (build 2.8.0-dev.17.0 1402e8e1a4)

[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
    • Android SDK at /Users/taha/Code/sdk
    • Android NDK location not configured (optional; useful for native profiling
      support)
    • Platform android-29, build-tools 29.0.3
    • ANDROID_HOME = /Users/taha/Code/sdk
    • Java binary at: /Applications/Android
      Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      1.8.0_212-release-1586-b4-5784211)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.4)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.4, Build version 11E146
    • CocoaPods version 1.9.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 3.6)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 44.0.2
    • Dart plugin version 192.7761
    • Java version OpenJDK Runtime Environment (build
      1.8.0_212-release-1586-b4-5784211)

[✓] VS Code (version 1.43.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.8.1

[✓] Connected device (4 available)
    • iPhone 11  • 41EB2A85-7EB4-4FD2-8978-FBBE2A681D74 • ios            •
      com.apple.CoreSimulator.SimRuntime.iOS-13-4 (simulator)
    • macOS      • macOS                                • darwin-x64     • Mac
      OS X 10.15.4 19E266
    • Chrome     • chrome                               • web-javascript •
      Google Chrome 80.0.3987.149
    • Web Server • web-server                           • web-javascript •
      Flutter Tools

• No issues found!

I can say this issue is still present today.

Reproduced this on the latest stable/master channels:

flutter doctor -v (stable and master)
[✓] Flutter (Channel stable, 3.16.8, on macOS 14.1 23B74 darwin-x64, locale en-VN)
    • Flutter version 3.16.8 on channel stable at /Users/huynq/Documents/GitHub/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 67457e669f (27 hours ago), 2024-01-16 16:22:29 -0800
    • Engine revision 6e2ea58a5c
    • Dart version 3.2.5
    • DevTools version 2.28.5

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at /Users/huynq/Library/Android/sdk
    • Platform android-34, build-tools 34.0.0
    • ANDROID_HOME = /Users/huynq/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.0.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 15A507
    • CocoaPods version 1.14.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2023.1)
    • Android Studio at /Applications/Android Studio Hedgehog.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 17.0.7+0-17.0.7b1000.6-10550314)

[✓] Android Studio (version 2022.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • android-studio-dir = /Applications/Android Studio.app/
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)

[✓] VS Code (version 1.85.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.80.0

[✓] Connected device (3 available)
    • iPhone (mobile) • d9a94afe2b649fef56ba0bfeb052f0f2a7dae95e • ios            • iOS 15.8 19H370
    • macOS (desktop) • macos                                    • darwin-x64     • macOS 14.1 23B74 darwin-x64
    • Chrome (web)    • chrome                                   • web-javascript • Google Chrome 120.0.6099.234

[✓] Network resources
    • All expected network resources are available.

• No issues found!

[!] Flutter (Channel master, 3.19.0-7.0.pre.19, on macOS 14.1 23B74 darwin-x64, locale en-VN)
    • Flutter version 3.19.0-7.0.pre.19 on channel master at /Users/huynq/Documents/GitHub/flutter_master
    ! Warning: `flutter` on your path resolves to /Users/huynq/Documents/GitHub/flutter/bin/flutter, which is not inside your current Flutter SDK checkout at /Users/huynq/Documents/GitHub/flutter_master. Consider adding /Users/huynq/Documents/GitHub/flutter_master/bin to the front of your path.
    ! Warning: `dart` on your path resolves to /Users/huynq/Documents/GitHub/flutter/bin/dart, which is not inside your current Flutter SDK checkout at /Users/huynq/Documents/GitHub/flutter_master. Consider adding /Users/huynq/Documents/GitHub/flutter_master/bin to the front of your path.
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 00032569a1 (23 minutes ago), 2024-01-17 18:53:33 -0800
    • Engine revision 73a2de5da5
    • Dart version 3.4.0 (build 3.4.0-24.0.dev)
    • DevTools version 2.31.0
    • If those were intentional, you can disregard the above warnings; however it is recommended to use "git" directly to perform update checks and upgrades.

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at /Users/huynq/Library/Android/sdk
    • Platform android-34, build-tools 34.0.0
    • ANDROID_HOME = /Users/huynq/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.0.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 15A507
    • CocoaPods version 1.14.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2023.1)
    • Android Studio at /Applications/Android Studio Hedgehog.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 17.0.7+0-17.0.7b1000.6-10550314)

[✓] Android Studio (version 2022.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • android-studio-dir = /Applications/Android Studio.app/
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)

[✓] VS Code (version 1.85.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.80.0

[✓] Connected device (3 available)
    • iPhone (mobile) • d9a94afe2b649fef56ba0bfeb052f0f2a7dae95e • ios            • iOS 15.8 19H370
    • macOS (desktop) • macos                                    • darwin-x64     • macOS 14.1 23B74 darwin-x64
    • Chrome (web)    • chrome                                   • web-javascript • Google Chrome 120.0.6099.234

[✓] Network resources
    • All expected network resources are available.

! Doctor found issues in 1 category.

What is interesting to me here is that trailing does not have the same behavior as leading. Looking at leading and trailing together definitely looks like a bug. AppBar does not have trailing to compare to (like leading discussed above), but maybe we should check AppBar.actions, which is sort of the same as CupertinoNavigationBar.trailing?

What is interesting to me here is that trailing does not have the same behavior as leading. Looking at leading and trailing together definitely looks like a bug. AppBar does not have trailing to compare to (like leading discussed above), but maybe we should check AppBar.actions, which is sort of the same as CupertinoNavigationBar.trailing?

AppBar.actions behaves like CupertinoNavigationBar.trailing, only that it allows for multiple trailings.


Slayer tomes from Temple Trekking count as kills for slayer tasks

Please check if your issue is not a duplicate by searching existing issues
Describe the bug
Using a slayer tome reward from Temple Trekking erroneously counts as a kill of an assigned monster for a slayer task. Checking the remaining kills via an enchanted gem/slayer helm confirms that the actual count has not changed.
To Reproduce
Steps to reproduce the behavior:

Get a slayer tome reward from Temple Trekking
Use the slayer tome while on a slayer task, with the Task InfoBox open
The remaining kill count will go down by one
Checking the number of kills remaining using a slayer helm/enchanted gem will reset the Task InfoBox to the appropriate value

Expected behavior
Using a slayer tome reward should not reduce the remaining kills needed.
Screenshots
If applicable, add screenshots to help explain your problem.
Environment (please complete the following information):

OS: Windows 10
RuneLite version: <IP_ADDRESS>
Launcher version: unknown
Additional context
Add any other context about the problem here, e.g. logs. Your client logs can usually be found in
C:\Users\<your_user_name>\.runelite\logs on Windows and ~/.runelite/logs on Linux and macOS.

Related to/duplicate of #1865

With the approach used in commit 67030e38a44f355a0131cff5250ed45c7b01dc53, it might actually be possible to fix this issue. More testing is needed though.

I'd like to add that receiving Slayer xp from Tears of Guthix also causes this issue.

fixed in 1f6ae893d732cf3a022fe6d9662cd2a42ff2b217


The graphql client doesn't send request on the second time

I create a graphql client:
final HttpLink httpLink = HttpLink(uri: endpoint);
  final AuthLink authLink = AuthLink(getToken: () async {
    Token token = await readToken();
    return token != null ? token.accessToken : '';
  });
  final Link link = authLink.concat(httpLink);
  ValueNotifier<GraphQLClient> client = ValueNotifier(
    GraphQLClient(
      cache: InMemoryCache(),
      link: link,
    ),
  );

When I send a query request to backend server, it works and I can see the response looks perfect. However, when I send the query on the second time, it doesn't send the request to the server. Instead, it responses with the previous response data. It seems that it reads data from cache rather than requests to server. My app is online and I am able to connect to internet.
Is there anything I need to configure in order to stop the client reading from cache?

All caches implement the abstract base Cache which contains the actual structure and mechanisms for performing caching. These are:

dynamic read(String key)
void write(String key, dynamic value)
Future<void> save() async
void restore()
void reset()

You could overwrite the existing entry through custom logic using write(String key, dynamic value). Alternatively, the entries in InMemoryCache() themselves are stored in a member called data, which is a dart::collection::HashMap, so you could invalid the entries by using the remove() method when required, although I suppose that the former would be safer.
To the best of my knowledge from browsing through the caching source code, you are required to implement your own caching strategy that will fulfil your application needs. The project documentation doesn't address this aspect either.
I encourage anyone more knowledgeable on this to please comment since this is an important topic.

You can set the fetchPolicy of your QueryOptions to skip the cache:
final QueryOptions options = QueryOptions(
    documentNode: gql(readRepositories),
    variables: <String, dynamic>{
        'nRepositories': nRepositories,
    },
    fetchPolicy: FetchPolicy.networkOnly
);
// ...

final QueryResult result = await _client.query(options);

There is also a DefaultPolicies configuration you can pass to the client. The reason this happens is because the default fetch policy for query is FetchPolicy.cacheFirst:
https://github.com/zino-app/graphql-flutter/blob/6c188cbb1b287b2c1f7135c41ef4c0f1fe952886/packages/graphql/lib/src/graphql_client.dart#L25-L33

Oh fantastic! I'll edit my answer now.

Awesome, thanks


feature: Implement SubunitFraction ordering

Codecov Report

Merging #84 (0f58f0e) into main (5a75154) will not change coverage.
The diff coverage is 100.00%.

@@            Coverage Diff            @@
##              main       #84   +/-   ##
=========================================
  Coverage   100.00%   100.00%
=========================================
  Files           10        10
  Lines         2589      2621   +32
  Branches       478       490   +12
=========================================
+ Hits          2589      2621   +32

Files
Coverage Δ

src/immoney/_base.py
100.00% <100.00%> (ø)

:mega: Codecov offers a browser extension for seamless coverage viewing on GitHub. Try it in Chrome or Firefox today!


Support day and week in duration parsing

Closes:

https://github.com/robherley/snips.sh/issues/65

tl;dr I just yoinked the time.ParseDuration from the stdlib and added some more units like 1w for one week (168 hours) and 1d for one day (24 hours)
now you can do something like:
echo "hello world" | ssh snips.sh -- -private -ttl 1w2d

cc @benwaffle

nice to know I can do -ttl 1w3ns


the json outline does not update when the .json file changes

Extension sample
tree-view-sample
VS Code version
1.92-insider
What went wrong?
the json outline does not update when the .json file changes or when the
the selection change in said file. In the later case it should select the correct item in the tree view.
I ran to the same problem and described it in :
https://stackoverflow.com/questions/78814016/can-someone-provide-a-simple-example-of-updating-on-a-treeview-on-a-change-selec
To make things more confusing, an undocumented configuration option named autorefresh is set to false in package.json. But setting it to true does not change anything despite it being tested.

the json outline does not update when the .json file changes

I see this working correctly. The json outline view changes when the active editor changes.

or when the the selection change in said file. In the later case it should select the correct item in the tree view.

This is not a feature that the json outline sample provides, so it is expected that the tree doesn't update when the selection changes in the editor.

To make things more confusing, an undocumented configuration option named autorefresh is set to false in package.json. But setting it to true does not change anything despite it being tested.

I tried the setting, and it works. When auto refresh is turned on then the tree changes in response to file changes. I've added a description for the setting: https://github.com/microsoft/vscode-extension-samples/pull/1068

As I said in stackoverflow, I  write an AST Explorer vscode extension and like it to behave like https://astexplorer.net/.
That means that when moving the cursor to a new token in the editor,
the relevant info must  be selected in the tree view. How do I do that ?
Also I asked an ancillary question about the behavior of the debugger I don't
understand. A symbol that is defined, treeview, does not appear as such in the WATCH view.
Thx for your help.

The problem with the watch view is a known one.
It has been filed as a  vscode issue but it is dependant
on  a problem with ts sourcemaps filed as a tscode issue.
As for updating the treeview, there is an example of treeview.reveal() in testView.ts#L11 that I probably used as a model. To no avail so far, with or without await. There are a lof of questions about treeview.reveal() in many places. Maybe I will find answers there.