Fix collision bug

Sometimes when dashing and falling just before an obstacle, the death animation doesn't play and the game was waiting for it to be ended.
In this commit, we now wait in seconds for the animation to end and when it doesn't play, the game finishes itself too.
This is a hack that needs to be solved later with the animation actually playing

@ernesgonzalez33 This is an improvement however the issue remains only partially addressed with these additions. Will need to review the bigger picture of stage change between Dash, Slide, and the other States to ensure state is correctly set and reset.
Will merge but leave issue 57 open.


Remove root rotation for Defold world space transform.

The current sync tool adds a root node with a rotational transform to get the Blender world space into the Defold world space.
The problem with applying a complete transform is animations and some object hierarchies. I need to spend some time make a suitable solution (preferably in the lua side of things) to do this vertex + object + anim transform correctly.
The current system is not ideal because images may come out flipped on a surface (due to the rotation).

This has become an annoyance. Its very complicated to remove without impacting different systems. Animation and gltf conversion for example. Ideally all the transforms would be applied on export hierarchically, but because gltf does some of its own axis conversion and also this can happen in animation, then the resulting output may not need it. For the time being it stays until I rewrite a tun of the export process. :)


Update tols

Closes #33
Based on #70, we found:

7.95mm dia shaft slip fits in 8.01mm hole
6.8532mm flat-to-flat hex slip fits in 6.8732mm flat-to-flat hole

Tols are therefore set accordingly:

tol_dia_id_slip=tol_dia_od_slip=(8.01-7.95)/2=0.03mm
tol_dia_general_slip=(6.8732-6.8532)/4=0.05mm

See tolerances.txt for the full set of updated tolerances. Clearance and intfc fits were sorta just yoloed based off slip. Layer tols just set to match general X-Y tols.
Additionally, the pin dia was updated from 12.7mm to 12.75, and tolerances on holes in which it sits were enlarged to clearance (12.75+0.05=12.80mm). (As discussed, they are really clearance since the pin surface isn't really 12.75. This gives us a good slip fit).
I also widened a few other tols from slip to clear. Namely, the 8020 holes in the knee and hip joints.

Ah interesting. our tolerances really went way down

Indeed. I'm a little spooked. But I suppose we'll see once we start printing some stuff with the new filament and new tols.


Asset transfers can alias XCM origin on destination to original origin

XCM programs generated by the InitiateAssetTransfer instruction shall have the option to carry over the original origin all the way to the final destination. They shall do so by internally making use of AliasOrigin or ClearOrigin depending on given parameters.
This allows asset transfers to retain their original origin even across multiple hops.
Rendered

/rfc propose

open


Revert "Add contributor"

Reverts AusDTO/dto-digitalmarketplace-supplier-frontend#45

accidentally merged. reverting.


[Mention The Feature]: Add complete tutorial page for Malicious PDF detection in projects page website.

Is your feature request related to a problem? Please describe.
PDF can contain various formats of data including malicious links and code .
Describe the solution you'd like.
Develop a pipeline to extract features from pdf and detect malicious pdfs using ML model
Describe alternatives you've considered.
No response
Additional context.
No response
Show us the magic with screenshots
https://github.com/user-attachments/assets/1ef79d24-14df-41ed-a205-cf4ed95ead51
Checklist

[X] I have checked the Existing Issues
[X] I have read the Contributing Guidelines
[X] I want to work on this issue. (optional)

@DarshAgrawal14 assigning this issue to you.
from now onwards for tutorial updation i am gonna assign level 2 only.
please understand.

I do but please see that the level of model and training notebooks that i have added is quite good. I understand if you assign level 2 for tutorial pages of common models , but this one has code has feature extraction from pdf along with model training.

okay, then i will update the level, will be it okay for you. @DarshAgrawal14

yes ofcourse , thank you!

@DarshAgrawal14 make sure to create these tutorials without disturbing any other elements.
Since there html contains different divs and tags the css is conflicting and causing these issues.

@vivekvardhan2810
Is there an issue with my previous page?
I didn’t quite understand what you meant by these issues. Could you please clarify.

I’ve created an HTML file named terrain_classifier.html, which contains my tutorial and all the content. I wrote the CSS directly within that file, so I don’t think it will affect the styling of other pages.


Added Proximity Labs

Added Proximity Labs in List

[X] Link is opening career page
[X] Link added as per the alphabetical  sequence
[X] Opening is there on link

Closing this in favor of #14


Sidebar menu cannot have more than one custom submenu

Current behavior

The links in the sidebar menu are mostly generated from the root categories, with the possibility of paged navigation to subcategories.
This works fine for categories, but there is a problem with having more than one custom multi-level menu item. The sub-btn expects a prop called id which, when provided, performs an ElasticSearch lookup for the specified category.
In the default theme, links to My Account are implemented as a custom menu item, not passing the id prop. When having more than one custom menu item in this fashion, clicking on any other menu item shows the submenu for the first item (matching the first menu item that passed its content with a null id prop).
Here is an example, where I have a custom menu item. It works fine when the user is logged out, but as soon as My Account links are available, it doesn't go to the right submenu:

Expected behavior

The sidebar menu should have a feature to properly create custom multi-level menu items.
Instead of providing a null id prop, there should be another prop for these custom items.
Steps to reproduce the issue

Repository

https://github.com/DivanteLtd/vue-storefront/blob/master/src/themes/default/components/core/blocks/SidebarMenu/SidebarMenu.vue#L111
Can you handle fixing this bug by yourself?

[ ] YES
[ ] NO

Which Release Cycle state this refers to? Info for developer.
Pick one option.

[X] This is a bug report for test version on https://test.storefrontcloud.io - In this case Developer should create branch from develop branch and create Pull Request 2. Feature / Improvement back to develop.
[X] This is a bug report for current Release Candidate version on https://next.storefrontcloud.io - In this case Developer should create branch from release branch and create Pull Request 3. Stabilisation fix back to release.
[X] This is a bug report for current Stable version on https://demo.storefrontcloud.io and should be placed in next stable version hotfix - In this case Developer should create branch from hotfix or master branch and create Pull Request 4. Hotfix back to hotfix.

Environment details

Browser:
OS:
Node:
Code Version:

Additional information

I've fixed it in my project this way:
SubCategory.vue:

Change to v-if="myAccountLinks && !children.length"

SidebarMenu.vue:

Add id="my-account-links" and :is-category="false"
Change to id="my-account-links"

SubBtn.vue:

Add a new prop isCategory: {     type: Boolean,     default: true   }
Change to if (config.entities.category.categoriesDynamicPrefetch && this.isCategory) this.$store.dispatch('category/list', { parent: this.id })

Cool! Can you please prepare a PR with these fixed to the core?

@themreza When it comes to PR - please use hotfix/v1.11.2 branch, we'll include this one in the upcoming release

I will make a PR this week.

@themreza I just wanted to kindly ask you about the status in here?


(SP:5) Create Chip component

Examples of chips:

About types and props:

Added info to StoryBook

Added tests

check Sonar issues

 Quality Gate passed
Issues  5 New issues  0 Accepted issues
Measures  0 Security Hotspots  95.9% Coverage on New Code  0.0% Duplication on New Code
See analysis details on SonarQube Cloud

Some issues are weird, most likely due to

If they stay after merging - I will make a new bug and fix it already there


lag for no reason?

i have plenty of pieces on piskel by now, and for some reason it has started immensely lagging recently. it started when i added a piece from fire alpaca to piskel to get rid of the back ground to one i was doing, and it was lagging immensely. (i was tracing a picture someone took at their request, and wanted to use the fill all of one color tool to have it go faster, it was slower) since then, even when i took it off, deleted, and destroyed it from piskel (keeping an extra copy on my computer) it still lagged, and continues to lag today. anyhelp? like could it be just that i have too many pieces on there, or is it just old now, or is it because i added that one jpeg pic i was tracing that had thousands of colors on it cause you know. it was a jpeg.

Hi! I need the information which is requested in the issue template to investigate:

what is your operating system
what is your browser (or are you using a desktop application)
can you share a sprite where the issue happens
what are the specs of the sprites mentionned here ?

resolution
number of layers
number of frames

and since this is a performance question, a rough description of your hardware would be helpful

Adding images with a lot of colors in Piskel can definitely slow it down. But if I read correctly, now it is "always slow" ? Even if you are doing a 32x32 sprite? If that's the case it sounds like a browser or hardware issue? At least right now I can't see what would cause Piskel to lag when starting a new sprite.
A wild guess would be to say that "hardware acceleration for canvas might be disabled on your browser".

my operating system is an osxl mac computer.
my browser is google.
it happens with all sprites

resolution: i was working with a something that was well over 500x500, more height than width. but it didn't bother me for the most part because it usually lags at higher resolutions. later i was working with 24x24 and it lagged just as bad, so i deleted the gigantic pic, and didn't do anything to help. (also just gonna mention this, it had WELL over a crap ton of colors cause it was a jpeg)
number of layers: 1
frames: 1
5. i am not sure what i should say for this one.
and what do you mean by that last sentence, and how could i enable it or find out.

That sounds really weird!

i am not sure what i should say for this one.

You said you use a mac, you can use

and you'll get some information that can be relevant here.

and what do you mean by that last sentence, and how could i enable it or find out.

Now that I know you use Google Chrome I can give more details. Go to settings, scroll down, click on advanced, scroll down, and check that acceleration is enabled.

later i was working with 24x24 and it lagged just as bad, so i deleted the gigantic pic

To make things clear here: you were working on a 24x24 sprite, it lagged, so you went to your gallery and deleted the other sprite that was over 500 x 500 ? Sprites from the gallery cannot have any impact on each other, so you can restore it if you want.
Could you try to use a private window in Chrome? If the lag disappears when you do that, then it means the issue is with something we locally save in the browser. It could either be:

a backed up sprite.
If you go to Import >  Browse backups

You will have a popup with a list of recent sessions backed up. I can't see why this would have any impact but maybe to delete them?
a color palette. Normally color palettes are capped so even if you happened to create one based on your huge jpeg it should not make any difference.

what info do you need about the mac?
that thing that accelerates it is enabled already.
the incognito thing doesn't work either.
i did go ahead and delete all back ups anyway, and no affect.
so i checked another computer, and it worked perfectly fine! no problems. so it might be a problem with this specific computer

what info do you need about the mac?

The overview info eg

the incognito thing doesn't work either.

Hmmm could you try another browser, Firefox preferably?

so i checked another computer, and it worked perfectly fine! no problems. so it might be a problem with this specific computer

It might but since you said it worked fine before something must have changed. Maybe a Google Chrome update makes Piskel super slow on some computers? Could you try the offline version:
https://www.piskelapp.com/download
It's is based on Chrome, but an older version. If the performance with this is good, then it's definitely a Chrome update which doesn't work well with your hardware + piskel. I'll have a look at the bugs opened on Chrome right now to see if anything seems relevant.

(and thank you for your patience and putting up with my testing request so far, it really helps :) )

Oh I just found https://bugs.chromium.org/p/chromium/issues/detail?id=823335&q=component%3ABlink>Canvas&colspec=ID Pri M Stars ReleaseBlock Component Status Owner Summary OS Modified
Looks like Chrome has a big performance issue with 2D canvas and Mac OS 10.11.6. If by any chance this is the version of OSX you are running, I think that you are affected by this Chrome bug.

so do i need to un update chrome by one?

If indeed you use OSX 10.10 or 10.11, you can try to downgrade Chrome, but I don't think that's easy. Alternatively, you can use Firefox.

don't have firefox, nor do i know how to use it

@fadedyellowroses can you confirm your version of OSX? It should be displayed in "About This Mac".


Apple Pencil Support

I'm considering adding a property that, if set, will only draw if the screen is touched with Apple Pencil. (It would be as easy as checking the source of the touch)
Also, we could detect the event from Apple Pencil (double tap) to switch the tools currently being used.
What do you think of the idea? I can work on this.

Hey there, I'm sorry for the delayed response, I somehow missed your question.
I've actually implemented this in an app of mine using shouldBeginDrawingIn as I felt like this would be out of scope.
We can implement it anyway, though. I'll just share my code...
Regarding the Pencil events, is that a feature of the new pencil? If you'd like, go for it and I'll happily merge it :)

@msztech

Yes. It’s a new feature to switch between drawing and erasing. I’ll work on it and PR ;-)

That's cool. Please check the release I just pushed (2.1.4) before starting to work on it.
I've implemented the finger / pencil logic.
You can now do:
drawView.allowedTouchTypes = [.finger, .pencil]

Leave out the one you'd like to exclude :)

@LinusGeffarth Pull Requested #22  :)


Access to data set?

Hi, is there a way to access the training data?

seems to duplicates #20
PS: I'm also interested in the dataset

Is it out?
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seems to duplicates #20
https://github.com/deepseek-ai/DeepSeek-Math/issues/20
PS: I'm also interested in the dataset
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