help

I MADE A UST FILE AND ITS NOT SHOWING UP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Make sure it is not called template.ust and that it's valid JSON
Le dim. 7 janv. 2024, 20:06, N0VA-The-Git-User @.***> a
écrit :

I MADE A UST FILE AND ITS NOT SHOWING UP
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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how do i check valid json

You can use an online JSON validator like this one https://jsonlint.com/,
Visual Studio Code or other software that can do it
Le dim. 7 janv. 2024, 20:40, N0VA-The-Git-User @.***> a
écrit :

how do i check valid json
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so i just validate the .ust file with the validator?

Yes
Le dim. 7 janv. 2024, 20:55, N0VA-The-Git-User @.***> a
écrit :

image.png (view on web)
https://github.com/ZedDevStuff/USTManager/assets/145279552/d4c52fba-d34c-4c1c-b064-2e3f26c402f9
?
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what does that image i sent mean

It's something unrelated. Aside from that, remove everything in the path
except the audio file. You only need the relative path so if it's in the
same folder, you just use the file name+extension and if it's in a folder,
you include that too
Le dim. 7 janv. 2024, 21:01, N0VA-The-Git-User @.***> a
écrit :

what does that image i sent mean
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shows up now but the audio file isn't changed?
the skitter of the mannequins are supposed to be different
https://github.com/ZedDevStuff/USTManager/assets/145279552/8cc85cca-3e4d-4a00-9327-8b50a69a046b

?

Hello?

???

@ZedDevStuff

Are you sure that you selected it? If yes, send me logs of the game after you select it, if not click on the icon or white square then Ok in the UST menu

I did and will get back to you later.

Are you sure that you selected it? If yes, send me logs of the game after you select it, if not click on the icon or white square then Ok in the UST menu

i don't know of any logs your talking about.
Idk if i got the file name of the mannequin skitter correct though. Can you help me with that?

[21:17:54.1] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankU.png
[21:17:54.4] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankSSS.png
[21:17:54.7] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankSS.png
[21:17:55.0] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankS.png
[21:17:55.2] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankA.png
[21:17:55.3] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankB.png
[21:17:55.5] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankC.png
[21:17:55.7] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankD.png
[21:17:55.9] [Log] C:/Program Files (x86)/Steam/steamapps/common/ULTRAKILL/ULTRAKILL_Data/StreamingAssets/aa
[21:17:56.0] [Log] (LoadSceneAsync) Loading scene Intro
[21:18:12.6] [Log] (LoadSceneAsync) Loading scene Main Menu
[21:18:34.2] [Log] Couldn't initialize Discord
[21:18:34.6] [Log] Steam initialized!
[21:18:34.9] [Log] Main Menu
[21:18:39.9] [Log] UpdateSelf mouseReverseY DefaultInt:  DefaultBool: False DefaultFloat:
[21:18:39.9] [Log] UpdateSelf screenShake DefaultInt:  DefaultBool:  DefaultFloat: 1
[21:18:39.9] [Log] UpdateSelf mouseReverseX DefaultInt:  DefaultBool: False DefaultFloat:
[21:18:39.9] [Log] UpdateSelf mouseSensitivity DefaultInt:  DefaultBool:  DefaultFloat: 50
[21:18:39.9] [Log] UpdateSelf discordIntegration DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf parryFlash DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf levelLeaderboards DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf sandboxSaveOverwriteWarnings DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf seasonalEvents DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf fieldOfView DefaultInt:  DefaultBool:  DefaultFloat: 105
[21:18:39.9] [Log] UpdateSelf variationMemory DefaultInt:  DefaultBool: False DefaultFloat:
[21:18:39.9] [Log] UpdateSelf pauseMenuConfirmationDialogs DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf weaponHoldPosition DefaultInt: 0 DefaultBool:  DefaultFloat:
[21:18:39.9] [Log] UpdateSelf cameraTilt DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:43.6] [Warning] Ignoring binding at index 2 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 3 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 4 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 5 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 6 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 7 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 8 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 9 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 10 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 11 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 12 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 13 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 14 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 15 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 16 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 17 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 18 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 19 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 20 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 21 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 22 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 23 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 24 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 25 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 26 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 27 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Log] UpdateSelf scrollReversed DefaultInt:  DefaultBool: False DefaultFloat:
[21:18:43.7] [Log] UpdateSelf scrollReversed DefaultInt:  DefaultBool: False DefaultFloat:
[21:18:43.7] [Log] UpdateSelf scrollWeapons DefaultInt:  DefaultBool: True DefaultFloat:
[21:18:50.7] [Log] UpdateSelf subtitlesEnabled DefaultInt:  DefaultBool: False DefaultFloat:
[21:18:50.7] [Log] UpdateSelf allVolume DefaultInt:  DefaultBool:  DefaultFloat: 1
[21:18:50.7] [Log] UpdateSelf musicVolume DefaultInt:  DefaultBool:  DefaultFloat: 0.6
[21:19:31.3] [Cli] > ust.debug
[21:19:31.3] [Log] UST Debug is now True
[21:19:37.4] [Cli] > ust.debug
[21:19:37.4] [Log] UST Debug is now False
[21:19:41.1] [Log] Set Difficulty to: 2
[21:19:41.1] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] True Score: 3. Real score: 3.25
[21:19:41.2] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] True Score: 3. Real score: 3
[21:19:41.2] [Log] Secret Mission Status: 0
[21:19:41.2] [Log] True Score: 2. Real score: 2
[21:19:41.2] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] True Score: 3. Real score: 3.2
[21:19:41.2] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] Highest: . Data: 2
[21:19:41.2] [Log] Highest: . Data: 2
[21:19:41.3] [Log] Error in finding 666 Data
[21:19:41.3] [Log] Highest: . Data: 2
[21:19:41.3] [Log] Found Primes
[21:19:41.3] [Log] Highest: . Data: 2
[21:19:41.3] [Log] Found Primes
[21:19:41.3] [Log] Secret Mission Status: 2
[21:19:41.3] [Log] True Score: 3. Real score: 3
[21:19:41.3] [Log] Secret Mission Status: 2
[21:19:41.3] [Log] True Score: 3. Real score: 3
[21:19:41.3] [Log] Secret Mission Status: 0
[21:19:41.3] [Log] True Score: 3. Real score: 3
[21:19:41.3] [Log] Secret Mission Status: 0
[21:19:41.3] [Log] True Score: 1. Real score: 1
[21:19:41.3] [Log] Secret Mission Status: 0
[21:19:41.3] [Log] Error in finding 30 Data
[21:19:41.3] [Log] Error in finding 31 Data
[21:19:41.4] [Log] Error in finding 32 Data
[21:19:41.4] [Log] Error in finding 33 Data
[21:19:41.4] [Log] Secret Mission Status: 0
[21:19:41.4] [Log] Error in finding 34 Data
[21:19:41.4] [Log] Error in finding 35 Data
[21:19:41.4] [Log] Standard
[21:19:41.4] [Error] NullReferenceException: Object reference not set to an instance of an object
MyCoolMod.Plugin.DifficultyChanger (UnityEngine.GameObject instance) (at <02f7bbb12e9f4c3aa81b998a1db54aaa>:0)
MyCoolMod.Plugin+<>c__DisplayClass9_0.b__0 () (at <02f7bbb12e9f4c3aa81b998a1db54aaa>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <85d1d3e7744a4a47b5f51883bf40bba2>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <85d1d3e7744a4a47b5f51883bf40bba2>:0)
UnityEngine.UI.Button.Press () (at :0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at :0)
UnityEngine.EventSystems.EventSystem:Update()
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.7] [Log] Enabling scroll sublist action
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-1 Any%' from Steamworks
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-4 Any%' from Steamworks
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-2 Any%' from Steamworks
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-3 Any%' from Steamworks
[21:19:43.9] [Log] (LoadSceneAsync) Loading scene Level 7-1
[21:20:07.2] [Log] Destroying mesh combine manager
[21:20:08.0] [Log] Level 7-1
[21:20:10.6] [Log] Got here
[21:20:10.8] [Warning] State pit-falling is already registered
[21:20:10.9] [Error] NullReferenceException: Object reference not set to an instance of an object
Atlas.Modules.Terminal.TerminalPageRegistry+TerminalPatches.ShopStart (ShopZone __instance) (at <0a41f5ca4fc44d178e17534eb0a46a99>:0)
ShopZone.Start () (at :0)
[21:20:14.3] [Log] Tried to pop state pit-falling, but it was not registered
[21:20:54.3] [Log] Mannequin has spawned!
[21:20:54.3] [Log] Mannequin (1) has spawned!
[21:20:54.3] [Log] Mannequin (2) has spawned!
[21:20:54.3] [Log] Mannequin (3) has spawned!
[21:20:54.3] [Log] Mannequin (4) has spawned!
[21:20:54.3] [Log] Mannequin (5) has spawned!
[21:21:03.3] [Warning] State pause is already registered

@ZedDevStuff The example.zip you made for someone else doesn't even work for me either

Seems like you didn't enable it? It should have written something in the logs if it loaded or not.

Seems like you didn't enable it? It should have written something in the logs if it loaded or not.

somewhere in here should say:
[21:17:54.1] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankU.png
[21:17:54.4] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankSSS.png
[21:17:54.7] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankSS.png
[21:17:55.0] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankS.png
[21:17:55.2] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankA.png
[21:17:55.3] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankB.png
[21:17:55.5] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankC.png
[21:17:55.7] [Log] Loading C:\Program Files (x86)\Steam\steamapps\common\ULTRAKILL\BepInEx\plugins\rank\RankTitleSwapper\Titles\RankD.png
[21:17:55.9] [Log] C:/Program Files (x86)/Steam/steamapps/common/ULTRAKILL/ULTRAKILL_Data/StreamingAssets/aa
[21:17:56.0] [Log] (LoadSceneAsync) Loading scene Intro
[21:18:12.6] [Log] (LoadSceneAsync) Loading scene Main Menu
[21:18:34.2] [Log] Couldn't initialize Discord
[21:18:34.6] [Log] Steam initialized!
[21:18:34.9] [Log] Main Menu
[21:18:39.9] [Log] UpdateSelf mouseReverseY DefaultInt: DefaultBool: False DefaultFloat:
[21:18:39.9] [Log] UpdateSelf screenShake DefaultInt: DefaultBool: DefaultFloat: 1
[21:18:39.9] [Log] UpdateSelf mouseReverseX DefaultInt: DefaultBool: False DefaultFloat:
[21:18:39.9] [Log] UpdateSelf mouseSensitivity DefaultInt: DefaultBool: DefaultFloat: 50
[21:18:39.9] [Log] UpdateSelf discordIntegration DefaultInt: DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf parryFlash DefaultInt: DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf levelLeaderboards DefaultInt: DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf sandboxSaveOverwriteWarnings DefaultInt: DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf seasonalEvents DefaultInt: DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf fieldOfView DefaultInt: DefaultBool: DefaultFloat: 105
[21:18:39.9] [Log] UpdateSelf variationMemory DefaultInt: DefaultBool: False DefaultFloat:
[21:18:39.9] [Log] UpdateSelf pauseMenuConfirmationDialogs DefaultInt: DefaultBool: True DefaultFloat:
[21:18:39.9] [Log] UpdateSelf weaponHoldPosition DefaultInt: 0 DefaultBool: DefaultFloat:
[21:18:39.9] [Log] UpdateSelf cameraTilt DefaultInt: DefaultBool: True DefaultFloat:
[21:18:43.6] [Warning] Ignoring binding at index 2 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 3 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 4 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 5 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 6 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 7 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 8 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.6] [Warning] Ignoring binding at index 9 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 10 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 11 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 12 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 13 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 14 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 15 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 16 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 17 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 18 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 19 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 20 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 21 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 22 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 23 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 24 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 25 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 26 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Warning] Ignoring binding at index 27 for action Move as it has no binding groups. Make sure to set the correct control scheme in the InputActions asset!
[21:18:43.7] [Log] UpdateSelf scrollReversed DefaultInt: DefaultBool: False DefaultFloat:
[21:18:43.7] [Log] UpdateSelf scrollReversed DefaultInt: DefaultBool: False DefaultFloat:
[21:18:43.7] [Log] UpdateSelf scrollWeapons DefaultInt: DefaultBool: True DefaultFloat:
[21:18:50.7] [Log] UpdateSelf subtitlesEnabled DefaultInt: DefaultBool: False DefaultFloat:
[21:18:50.7] [Log] UpdateSelf allVolume DefaultInt: DefaultBool: DefaultFloat: 1
[21:18:50.7] [Log] UpdateSelf musicVolume DefaultInt: DefaultBool: DefaultFloat: 0.6
[21:19:31.3] [Cli] > ust.debug
[21:19:31.3] [Log] UST Debug is now True
[21:19:37.4] [Cli] > ust.debug
[21:19:37.4] [Log] UST Debug is now False
[21:19:41.1] [Log] Set Difficulty to: 2
[21:19:41.1] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] True Score: 3. Real score: 3.25
[21:19:41.2] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] True Score: 3. Real score: 3
[21:19:41.2] [Log] Secret Mission Status: 0
[21:19:41.2] [Log] True Score: 2. Real score: 2
[21:19:41.2] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] True Score: 3. Real score: 3.2
[21:19:41.2] [Log] Secret Mission Status: 2
[21:19:41.2] [Log] Highest: . Data: 2
[21:19:41.2] [Log] Highest: . Data: 2
[21:19:41.3] [Log] Error in finding 666 Data
[21:19:41.3] [Log] Highest: . Data: 2
[21:19:41.3] [Log] Found Primes
[21:19:41.3] [Log] Highest: . Data: 2
[21:19:41.3] [Log] Found Primes
[21:19:41.3] [Log] Secret Mission Status: 2
[21:19:41.3] [Log] True Score: 3. Real score: 3
[21:19:41.3] [Log] Secret Mission Status: 2
[21:19:41.3] [Log] True Score: 3. Real score: 3
[21:19:41.3] [Log] Secret Mission Status: 0
[21:19:41.3] [Log] True Score: 3. Real score: 3
[21:19:41.3] [Log] Secret Mission Status: 0
[21:19:41.3] [Log] True Score: 1. Real score: 1
[21:19:41.3] [Log] Secret Mission Status: 0
[21:19:41.3] [Log] Error in finding 30 Data
[21:19:41.3] [Log] Error in finding 31 Data
[21:19:41.4] [Log] Error in finding 32 Data
[21:19:41.4] [Log] Error in finding 33 Data
[21:19:41.4] [Log] Secret Mission Status: 0
[21:19:41.4] [Log] Error in finding 34 Data
[21:19:41.4] [Log] Error in finding 35 Data
[21:19:41.4] [Log] Standard
[21:19:41.4] [Error] NullReferenceException: Object reference not set to an instance of an object
MyCoolMod.Plugin.DifficultyChanger (UnityEngine.GameObject instance) (at <02f7bbb12e9f4c3aa81b998a1db54aaa>:0)
MyCoolMod.Plugin+<>c__DisplayClass9_0.b__0 () (at <02f7bbb12e9f4c3aa81b998a1db54aaa>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <85d1d3e7744a4a47b5f51883bf40bba2>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <85d1d3e7744a4a47b5f51883bf40bba2>:0)
UnityEngine.UI.Button.Press () (at :0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at :0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at :0)
UnityEngine.EventSystems.EventSystem:Update()
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.7] [Log] Enabling scroll sublist action
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.7] [Log] Secret Mission Status: 0
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-1 Any%' from Steamworks
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-4 Any%' from Steamworks
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-2 Any%' from Steamworks
[21:19:42.9] [Log] Resolved leaderboard 'Level 7-3 Any%' from Steamworks
[21:19:43.9] [Log] (LoadSceneAsync) Loading scene Level 7-1
[21:20:07.2] [Log] Destroying mesh combine manager
[21:20:08.0] [Log] Level 7-1
[21:20:10.6] [Log] Got here
[21:20:10.8] [Warning] State pit-falling is already registered
[21:20:10.9] [Error] NullReferenceException: Object reference not set to an instance of an object
Atlas.Modules.Terminal.TerminalPageRegistry+TerminalPatches.ShopStart (ShopZone __instance) (at <0a41f5ca4fc44d178e17534eb0a46a99>:0)
ShopZone.Start () (at :0)
[21:20:14.3] [Log] Tried to pop state pit-falling, but it was not registered
[21:20:54.3] [Log] Mannequin has spawned!
[21:20:54.3] [Log] Mannequin (1) has spawned!
[21:20:54.3] [Log] Mannequin (2) has spawned!
[21:20:54.3] [Log] Mannequin (3) has spawned!
[21:20:54.3] [Log] Mannequin (4) has spawned!
[21:20:54.3] [Log] Mannequin (5) has spawned!
[21:21:03.3] [Warning] State pause is already registered

https://github.com/ZedDevStuff/USTManager/assets/145279552/3cd66452-6b07-40d1-ae40-02d3fb3cee1b

that should make it easier

Hello?

@ZedDevStuff

You need to press the Ok button after you select the UST

OK now the ust's aren't even there

I'm so close to just giving up at this point

Okay, i got your example to work, but mine doesn't show up.

Ok i got it to work @ZedDevStuff , but it sounds really weird. why is that?

OK, I've noticed something. Some audio files in ultrakill have sort of a post processing effect, including the audio files that replaced it, making the audio I'm using sound heavily distorted. that should fix my issue and i will close this thread once its fixed.

OK, I've noticed something. Some audio files in ultrakill have sort of a post processing effect, including the audio files that replaced it, making the audio I'm using sound heavily distorted. that should fix my issue and i will close this thread once its fixed.

Yes, the 2 songs that play in 2-4 for example have a different pitch, but for this one i set it to normal because i believe users would want to hear the song they put as it is.

So can you fix distortion just for that sound effect because I doubt anyone replacing it would want it that distorted.

Or maybe make it a settings option idk

So can you fix distortion just for that sound effect because I doubt anyone replacing it would want it that distorted.

Depending on what sound it is it might be hard to do. Alternative for the user would be figuring out what it does and counteracting it by modifying the audio file to account for the processing.

i don't think that's even possible lol. i am trying to make the mannequin skitter the hunter noise from left for dead. I don't think anyone else will modify the mannequin skitter and want the distortion. if its possible, just for mannequinskitter to have the effects removed. @ZedDevStuff


Feature Request: relativeToChangelogFile on changelog level

Search first

[X] I searched and no similar issues were found

Description
Currently yaml has a lot of copypaste:
databaseChangeLog:
  - include:
      file: a.yml
      relativeToChangelogFile: true
  - ...
  - include:
      file: z.yml
      relativeToChangelogFile: true

I propose to have more compact version to replicate include properties on changelog level. of course you should be able to override if you want
databaseChangeLog:
  relativeToChangelogFile: true
  include-files:
      - a.yml
      - ...
      - z.yml

or more similar to what exists now
databaseChangeLog:
  relativeToChangelogFile: true
  include:
     files:
         - a.yml
         - ...
         - z.yml

Steps To Reproduce
Not applicable
Expected/Desired Behavior
Not applicable
Liquibase Version
No response
Database Vendor & Version
No response
Liquibase Integration
No response
Liquibase Extensions
No response
OS and/or Infrastructure Type/Provider
No response
Additional Context
No response
Are you willing to submit a PR?

[X] I'm willing to submit a PR (Thank you!)

Hi @rlconst!
Thank you for raising this feature request for us. We are expecting to release soon (probably as part of 4.24.0) the next change which I was wondering if it could be useful for your need.  With this change, you could be including your multiple yml changelogs by adding an includeAll like the one below:
<?xml version="1.0" encoding="UTF-8"?>
<databaseChangeLog
    xmlns="http://www.liquibase.org/xml/ns/dbchangelog"
    xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
    xmlns:ora="http://www.oracle.com/xml/ns/dbchangelog-ext"
    xsi:schemaLocation="http://www.liquibase.org/xml/ns/dbchangelog http://www.liquibase.org/xml/ns/dbchangelog/dbchangelog-latest.xsd"
>
    <includeAll path="<Your YML files directory>" relativeToChangelogFile="true" endsWithFilter=".yml" />

</databaseChangeLog>

I would recommend you pull @jasonlyle88 's branch and try it out. Please, don't hesitate to contact any of us if you any questions/concerns about it.
Thanks,
Daniel.


Optimize script loading

Concatenating script sources to a single string and calling loadstring on it may be faster than individual loadstring calls

This is a huge optimization, but it ruins debug traceback. I'd like to migrate to this change fully, so this will be on hold until there's a way to change a chunk's source.

If there's no universally supported way to do this, I'll have two differently-named Project objects for development and production.
This way, it's completely optional, and unhelpful errors would only occur after production, not during development.


cannot use pip mode on android chrome

Be sure to search for your issue before opening a new one.
Current Behavior

There is no pip button on android chrome while there is pip button on mac chrome
Expected Behavior

Threre should be pip button and can enter to pip mode
Steps to Reproduce

open chrome on android 11
open https://cookpete.com/react-player/
there is no pip button

Environment

URL attempting to play:
https://cookpete.com/react-player/
Browser:
chrome 100
Operating system:
android 11

Other Information

This covers all the support and nuances of pip in various browsers.


Reinstalled LoL to new Drive, now Championify crashes when I try to update.

I set the the directory to D:\Riot Games\League of Legends but now it can't install the item sets

It quickly shows ":'( Can't get Riot Version"

Riot's API has expired certs, causing anything using their API to break. You can monitor status here. https://developer.riotgames.com/discussion/community-discussion/show/oJli5iPR


The local dev server of the documentation (vuepress) and the build are not working

Hello,
Today I tried to run vuepress, and I couldn't do it.
I take the latest version of the project
npm install
npm run build
cd docs
npm install
npm run dev

Open the url http://localhost:8080/bootstrap-vue-3/
Error in the console.log :
chunk-RTLFYRTT.js:79 Uncaught (in promise) Error: useRouteLocale() is called without provider.
    at useRouteLocale (chunk-RTLFYRTT.js:79:11)
    at setup (SearchBox.js:27:29)

The version of vuepress
npx vuepress -v
<EMAIL_ADDRESS><EMAIL_ADDRESS>darwin-x64 node-v16.13.1

I think, it's linked to vuepress latest releases and breaking changes.

https://github.com/vuepress/vuepress-next/blob/main/CHANGELOG.md

@mariusa, @cdmoro, @aceofwings ?  Can you make Vuepress work on local ?
Mathieu

I did a Pull request with the fix https://github.com/cdmoro/bootstrap-vue-3/pull/373

Excellent, thanks!


Can't Install

Getting this error:
Running command 'install' for instance 'main'
[  WARN  ]      Your ARK server exec could not be found.
mkdir: das Verzeichnis »/home/steam“ kann nicht angelegt werden: Keine Berechtigung
[  ERROR  ]     The ARK SavedArks directory is not writable, and saveworld will fail
Creating the ARK server root directory (/home/steam/ARK)
mkdir: das Verzeichnis »/home/steam“ kann nicht angelegt werden: Keine Berechtigung
My config:
`arkstChannel="master"                                               # change it to a different branch to get non-stable versions
install_bindir="/usr/local/bin"
install_libexecdir="/usr/local/libexec/arkmanager"
install_datadir="/usr/local/share/arkmanager"
config SteamCMD
steamcmdroot="/home/ark/steamcmd"                                 # path of your steamcmd instance
steamcmdexec="steamcmd.sh"                                          # name of steamcmd executable
steamcmd_user="ark"                                               # name of the system user who own steamcmd folder
steamcmd_appinfocache="/home/ark/steam/appcache/appinfo.vdf"      # cache of the appinfo command
steamcmd_workshoplog="/home/ark/steam/logs/workshop_log.txt"      # Steam workshop log
#steamlogin="anonymous"                                             # Uncomment this to specify steam login instead of using anonymous login
config environment
arkserverexec="/home/ark/ARK/ShooterGame/Binaries/Linux/ShooterGameServer"        # name of ARK server executable
arkbackupdir="/home/ark/ARK-Backups"                              # path to backup directory
arkwarnminutes="60"                                                 # number of minutes to warn players when using update --warn
arkautorestartfile="ShooterGame/Saved/.autorestart"                 # path to autorestart file
arkAutoUpdateOnStart="false"                                        # set this to true if you want to always update before startup
arkBackupPreUpdate="false"                                          # set this to true if you want to perform a backup before updating
#arkStagingDir="/home/ark/ARK-Staging"                            # Uncomment to enable updates to be fully downloaded before restarting the`
I cut some parts out ( the server specific stuff ) the user is ark, the folder structure is also there ( ARK contains the ARK files etc ) ... I dont know why he trys to create a new /home/steam folder , I specified user "ark" when I downloaded arkmanager ...

What is the value of arkserverroot?
Also, arkserverexec should be relative to arkserverroot, not an absolute path - i.e:
arkserverroot="/home/ark/ARK"
arkserverexec="ShooterGame/Binaries/Linux/ShooterGameServer"

Yes my bad, I forgot to set the path in main.cfg , everything works now, sorry for my stupidness :(


Add event listener support

Looks great. The event list is short and sweet and they are well documented AND examples are provided! What more could a user ask for!?

Thanks @dianashk ! I'll merge this now.


clientv3: document context to "Snapshot" API

Address https://github.com/coreos/etcd/issues/8993.

lgtm.

Codecov Report

Merging #9024 into master will decrease coverage by 0.03%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master    #9024      +/-   ##
==========================================
- Coverage   76.12%   76.09%   -0.04%
==========================================
  Files         359      359
  Lines       29838    29838
==========================================
- Hits        22715    22704      -11
- Misses       5548     5562      +14
+ Partials     1575     1572       -3

Impacted Files
Coverage Δ

clientv3/maintenance.go
68.53% <ø> (ø)
:arrow_up:

pkg/transport/timeout_conn.go
80% <0%> (-20%)
:arrow_down:

proxy/grpcproxy/register.go
69.44% <0%> (-13.89%)
:arrow_down:

clientv3/leasing/util.go
91.66% <0%> (-6.67%)
:arrow_down:

mvcc/watchable_store.go
85.6% <0%> (-4.8%)
:arrow_down:

clientv3/leasing/cache.go
87.22% <0%> (-4.45%)
:arrow_down:

proxy/grpcproxy/watch.go
91.92% <0%> (-3.11%)
:arrow_down:

clientv3/leasing/kv.go
89.93% <0%> (-1.68%)
:arrow_down:

rafthttp/peer.go
90.22% <0%> (-1.51%)
:arrow_down:

etcdserver/api/v3rpc/watch.go
91.78% <0%> (-1.37%)
:arrow_down:

... and 15 more

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 940dace...702c096. Read the comment docs.

@gyuho can we get this merged?


tSNE on Colab => DR => tSNE in browser

How to reduce the Cell X Features grid down to what a laptop GPU can handle. Somewhere around 5K -- 10K. Not sure how many principle components. tSNE seems to like 10 -- 100.
The developer of apricot lives in Seattle. Qouting:

These exemplars can be used for a variety of tasks, including selecting subsets for training machine learning models, visualization in the place of large data sets"

[ ] When working, update https://github.com/reconstrue/neuro_colab/issues/9

Tech to try for sub-sampling

[ ] (BBI/FredHutch ?)
[ ] projected support points (PSPs)
[ ] ? Hamiltonian Monte Carlo with Energy Conserving Subsampling

Perhaps a very rough first pass tsne on the server. Just enough to get the data to spread out somewhat evenly. Then something like apricot to downsample. That small sample size (with full data per cell but not so many cells) is then downloaded to client where full tnse with quick exploration of what a good value for perplexity is.
Finally, when know what is a good perplexity is return to the server to do full tSNE.


Login from zfmodules.com via github doesn't seem to work

Sorry to say, but I encounter an error-message when I try to log in via github.
To reproduce:
Open http://zfmodules.com and click onto the "Github login" link.
I then see the URL http://www.zfmodules.com/user/login/github being called and the server returns
This view is generated by the Error Module
 An error occurred
An error occurred during execution; please try again later.

Or is that just me having misconfigured my machine?

I don't know but maybe.. today there is a different problem
If you click to Login return this:
http://modules.zendframework.com/?error=redirect_uri_mismatch&error_description=The+redirect_uri+MUST+match+the+registered+callback+URL+for+this+application.&error_uri=https%3A%2F%2Fdeveloper.github.com%2Fv3%2Foauth%2F%23redirect-uri-mismatch

it's weird, the github application actually has the right callback url. I'm stumped.

@GeeH is the redirect url with url path or just the host? so it should be only http://modules.zendframework.com/ as callback

Which is exactly what it is!
On 24 January 2015 at 19:49:29, Marco Rieger<EMAIL_ADDRESS>wrote:
@GeeH is the redirect url with url path or just the host? so it should be only http://modules.zendframework.com/ as callback
—
Reply to this email directly or view it on GitHub.

go home github api you're drunk :beers:

@GeeH don't know where but the redirect to github looks on production like this https://github.com/login/oauth/authorize?client_id=e00c0cc9c5eab5a04653&redirect_uri=http%3A%2F%2Fzfmodules.com%2Fscn-social-auth%2Fhauth%3Fhauth.done%3DGitHub&response_type=code&scope=user%2C+public_repo%2C+ so the github application configured is not from the github account where u lookup the url or somewhere in the project folder overrides the redirect url.

OK, I need to figure out where that url is configured, and how to fix it; thanks!
On 25 January 2015 at 03:01:26, Marco Rieger<EMAIL_ADDRESS>wrote:
@GeeH don't know where but the redirect to github looks on production like this https://github.com/login/oauth/authorize?client_id=e00c0cc9c5eab5a04653&redirect_uri=http%3A%2F%2Fzfmodules.com%2Fscn-social-auth%2Fhauth%3Fhauth.done%3DGitHub&response_type=code&scope=user%2C+public_repo%2C+ so the github application configured is not from the github account where u lookup the url or somewhere in the project folder overrides the redirect url.
—
Reply to this email directly or view it on GitHub.

Hi @GeeH! Have you news for this problem?
Thanks!

@heiglandreas
I understand this issue as this
Scenario 1

navigate to http://zfmodules.com
sign in with GitHub
get redirected to http://modules.zendframework.com with a redirect_uri_mismatch error

But we also have
Scenario 2

navigate to http://modules.zendframework.com
sign in with GitHub
get redirected to http://modules.zendframework.com with a redirect_uri_mismatch error

Not sure what's the actual deal with this.
What I can tell from Scenario 1 (redirects to http://modules.zendframework.com) and also from https://github.com/zendframework/modules.zendframework.com/issues/296#issuecomment-71328791, at least Scenario 2 should work.

just pointing out https://github.com/zendframework/modules.zendframework.com/issues/296#issuecomment-71346840
notice -> http%3A%2F%2Fzfmodules.com%2Fscn-social- [...]

@ins0
Good catch, updating my comment above!

@Ocramius @GeeH
Can you have a look? I know the two of you are really busy, but we need to get this sorted out!

If you can tell me what I need to do in simple terms I will do it asap :cactus:

@GeeH  Hard to say. Can u confirm that the used Github Token in the Config files is equal to the Github Application where you edit the Callback Url? Maybe Cache?

@localheinz can I get you access to the server; would that work better?

@GeeH just talked about this on IRC with @localheinz that would make things alot easier if andreas agrees :+1:

@localheinz I'll get this sorted with Kairos if you're ok with it

@GeeH
:+1:

@GeeH
Got access now!
However, what is apparent from https://github.com/zendframework/modules.zendframework.com/issues/296#issuecomment-75048763:

Sorry to bug you with this, but can you please have a look at the GitHub Application setting again?

yes, I’ll bug @akrabat after his talk
On 20 February 2015 at 12:11:14, Andreas Möller<EMAIL_ADDRESS>wrote:
@GeeH
Got access now!
However, what is apparent from #296 (comment):
Sorry to bug you with this, but can you please have a look at the GitHub Application setting again?
—
Reply to this email directly or view it on GitHub.

@GeeH
Cool, you are :crown:!

:tada: !!! :D

HYPE :+1:

if the client id is equal to e00c0cc9c5eab5a04653 we should ask for github support, this is too strange

I’ve confirmed the client ID and secret are correct
On 21 February 2015 at 16:11:18, Marco Rieger<EMAIL_ADDRESS>wrote:
if the client id is equal to e00c0cc9c5eab5a04653 we should ask for github support, this is too strange
—
Reply to this email directly or view it on GitHub.

Great news, thanks to @weierophinney we now have a new GitHub applicatio under the realm of zendframework and are able to sign in, at least when going to http://zfmodules.com.
Looking into redirecting from http://modules.zendframework.com to http://zfmodules.com.

Forgot to add some :tada:!

:tada: beautifullll stuff!

@weierophinney has also set up a redirect from http://modules.zendframework.com to http://zfmodules.com
Closing! :cake:


integration of type-level integers

Would be very interesting to use type-level integers (http://paholg.com/typenum/typenum/index.html) for things like matrix dimensions. For compile-time checking of matrix dimensions, indexing, etc.

Aren't type level integers supposed to be integrated in the language at some point in the future? In my opinion it would probably be better to wait for them to be natively there.
While I like the feature of compile-time known dimensions, I also wonder how that could be implemented in current rust. In C++, eigen3 implements these using template specialization, but I don't know how that would be done in rust.

More type checking is great to add, if it's possible and the benefits outweigh the costs.
ndarray is not focused on small matrices, so for that kind of use case there are much better crates (nalgebra for example).
A minor win we had during development was changing .slice() to take a reference to a fixed size array (&[Si; N]) instead of taking a &[Si], so that was a win for compile time type checking. It used an associated type to a type system property we already had (dimensionality) so it was an easy extension.
One type system property that already shows up in my code is memory order, which is quite useful to pass down through the layers of an algorithm. In the following example, it is just read from the stride data, and then it dispatches to the appropriate variant of the algorithm, continuing with type-level stride information.
pub fn process<A>(mut v: ArrayViewMut<A, Ix2>) {
    let (s0, s1) = (v.strides()[0], v.strides()[1]);
    if s1 == 1 {
        inner::<_, COrder>(v);
    } else if s0 == 1 {
        inner::<_, COrder>(v.reversed_axes());
    } else {
        inner::<_, MixedOrder>(v);
    }
}

Adding type parameters to a struct seems to me to always be an inconvenience though, especially to consumers of the data structure that want their code to simply be generic for all arrays. I simply don't know how this one works out in practice.

How do we feel about (optional) type-level tagged markers, as in [1]? These allow dimensions to be mixed not if they have the same cardinality, but if they have the same tag. This avoids a different class of bugs, and does not use type level integers.
[1] https://play.rust-lang.org/?gist=4135d7ce4f1663380609&version=stable

Any extra type parameter, even if it has a default, has some ergonomic cost. So I'm always skeptical. I have some experience from type level properties and indexing with indexing.
Merely avoiding such bugs will have less priority than possibly increasing performance I think.
If it's shown to work well in practice, then it's of course something to consider. Right now I'm mulling over if it's possible to encode memory order in a marker type (and for backwards compat, default to dynamic memory order).

It's tricky, if from_vec_dim is changed to return an OwnedArray<A, D, RowMajor> for example, this is a breaking change. There is also no way for us to make it coerce into OwnedArray<A, D, DynamicOrder> which could be the default.

Encoding memory order doesn't really give us any algorithmic speedup, it just allows better static dispatch to the right algorithms, less dead code, smaller code.

Another area i'm interested in is type-level markers encoding 'squareness' and 'singularity'.
Could be as simple as equality constraints on the indices of Dimension. Singularity may be out of scope for the library's purposes, but could be computed via rank, LU, det.
Again, no performance improvements, just better static dispatch/cleaner code for higher-level algorithms that may use ndarray.

My concern is how do you even do that nicely in Rust?
if you have an array with type Array<f32, Ix, Square>, you'd want to be able to pass it to a function that takes an Array<f32, Ix> for example.

I was just thinking about encoding shapes as const generics, as it could add some interesting type level checking.
I really don't know how it should be the API designed afterwards, but if I understand things correctly, one could make it generic over the shape.
The API concern is a pretty good one, so maybe should it be implemented as casting up/down as the developer responsibility (probably not that nice, but could be a workaround).
As I see it, const generics are quite good today (although const context is a bit restrictive), so I wonder if there are plans in that direction.


Server error 500 no command specified

I am having consistent issues pulling the alpine:latest image.
Server error 500 no command specified
The message on the menu bar says alpine DOWNLOADING

This appears to be fixed in v0.9.0.

:+1:


Release

I'm sorry if anyone takes offense of blunt statements, because I am grateful for this project, and ReSwift. This project is one of the smallest codebases in the entirety of my project, or any project I've worked on in recent memory. Seriously, what's the hold up of an actual 1.0.0 release?

@drkibitz The largest roadblock is contributor time. There are a few things needed to be done to release this, including migration steps from a 3rd party thunk library.
I've detailed some of the steps needed here: https://github.com/mikecole20/ReSwiftThunk/issues/7#issuecomment-442562097
If you find yourself with some time to contribute it would be much appreciated! Even making issues for each of those steps here would be helpful.

Thanks for your response . I think from what I just read, I can contribute to 3 of those steps. The rest are already done.

Add migration guide to this readme, maybe even add the old implementation and mark as deprecated
Add issue to archive the other repo.
I think issue can  already represent the issue to release a 1.0 version of this project

@drkibitz If you contribute, that'd be great! Then I'll have a look at integrating existing code into this code base.


fix: update cleanup circle contexts, remove unnecessary branches

Description of changes

Issue #, if available

Description of how you validated changes
Checklist

[ ] PR description included
[ ] yarn test passes
[ ] Tests are changed or added
[ ] Relevant documentation is changed or added (and PR referenced)
[ ] New AWS SDK calls or CloudFormation actions have been added to relevant test and service IAM policies

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

Codecov Report

Merging #461 (0bac1bd) into main (dbd2228) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##             main     #461   +/-   ##
=======================================
  Coverage   72.08%   72.08%
=======================================
  Files         208      208
  Lines       13471    13471
  Branches     3200     3200
=======================================
  Hits         9710     9710
  Misses       3454     3454
  Partials      307      307

:mega: Codecov can now indicate which changes are the most critical in Pull Requests. Learn more


npm run now-deploy

Describe the bug
Following the instructions I get an error message when I try to npm run now-deploy (I get the same error if I deploy to Zeit via GitHub):
On Zeit the site fails to deploy and returns an error message in the log:
Error: Build was unable to create the distDir: public.
Make sure you mentioned the correct dist directory: https://zeit.co/docs/v2/deployments/official-builders/static-build-now-static-build/#configuring-the-dist-directory
    at validateDistDir (/tmp/utils/build-module/node_modules/@now/static-build/index.js:16:11)
    at Object.exports.build (/tmp/utils/build-module/node_modules/@now/static-build/index.js:37:7)
    at <anonymous>
    at process._tickDomainCallback (internal/process/next_tick.js:228:7)

Expected behavior
No error when deploying to Zeit.
Desktop (please complete the following information):

OS: Windows 10

I'm getting this exact same error.

Hi! Thanks for reporting, and sorry for the long wait. I've now added a now.json that should work. We have also published this guide with a walk-through on how to deploy the studio with Now.


Feedback: Group page

Implements this wireframe
Some examples:

Group with summary; country in key facts
Group with summary; organiser and website in key facts
Group with summary; donations; no key facts
Group with more than one organiser in key facts

Remarks

A couple of fields in the key facts that were in the wireframes I didn't implemented as they don't exist in the database
I've implemented a few fields in the key facts that were not in the wireframes, which I implemented as they were in the database and seemed useful

@Richenda Leave feedback below.

@sebgrebe feel free to comment or close whenever you're ready

@sebgrebe will close this now


Huge lens flare artifacts

What happened?
When I open the Lens flare Sandcastle it has huge artifacts and makes the whole globe glow. This happens across all browsers.

Reproduction steps

Open the Lens Flare Sandcastle

Sandcastle example
No response
Environment
No response

Duplicate https://github.com/CesiumGS/cesium/issues/7366


Desktop JX Webengine Browser white background

Desktop login no longer working. White screen.
Problem: java.lang.Throwable: Too many redirects
I think it might be an SSL/TLS issue ?
Need further research....

I faced the same problem a few days ago. Reopened the project today and it seems to be working again.


[🐞] custom 404 page not loading

Which component is affected?
Qwik City (routing)
Describe the bug
I am doing a custom 404 page, following the article the docs but doesn't load my custom page, keeps loading the default 404 default page.
Reproduction
https://stackblitz.com/edit/node-swd2sp?file=qwik-app/src/routes/404.tsx
Steps to reproduce
Do the following steps

npm create qwik@latest
create component named 404.tsx under the src/routes path
npm run dev

System Info
System:
    OS: Linux 6.1 undefined
    CPU: (8) x64 AMD Ryzen 7 4700U with Radeon Graphics
    Memory: 14.22 GB / 18.91 GB
    Container: Yes
    Shell: 5.1.16 - /bin/bash
  Binaries:
    Node: 18.14.2 - ~/.nvm/versions/node/v18.14.2/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.14.2/bin/yarn
    npm: 9.6.0 - ~/.nvm/versions/node/v18.14.2/bin/npm
  Browsers:
    Brave Browser: <IP_ADDRESS>
    Chromium: 111.0.5563.146
    Firefox: 111.0.1

Additional Information
package json
<EMAIL_ADDRESS>"0.24.0",
<EMAIL_ADDRESS>"~0.7.0",
    "@types/eslint": "8.21.3",
    "@types/node": "^18.15.3",
    "@types/node-fetch": "latest",
    "@typescript-eslint/eslint-plugin": "5.56.0",
    "@typescript-eslint/parser": "5.56.0",
    "autoprefixer": "^10.4.13",
    "eslint": "8.36.0",
    "eslint-plugin-qwik": "0.24.0",
    "node-fetch": "3.3.0",
    "postcss": "^8.4.16",
    "prettier": "2.8.6",
    "sass": "^1.57.1",
    "tailwindcss": "^3.1.8",
    "typescript": "5.0.2",
    "undici": "5.21.0",
    "vite": "4.2.1",
    "vite-tsconfig-paths": "3.5.0"

At this time custom 404 pages do not work in dev mode or preview mode. It should be working however in production. Are you seeing and issue in production?

in production is working fine.

It's strange, it doesn't work for me neither in development nor in production :sweat_smile: @carepollo
I assume that this problem is not completely solved yet, right? @manucorporat

This should be fixed now that the 404.html files will always be generated with and without the ssg include setting: https://github.com/BuilderIO/qwik/commit/2cbc1a19d00303159536f08ce8906c71841680f5


Update AutoRest C# version

Update AutoRest C# version to 3.0.0-beta.20220223.1

conflicts being resolved here https://github.com/Azure/azure-sdk-for-net/pull/27090


Pin jupyter-core to < 5.0.0

Summary
The recent release of jupyter-core 5.0.0 started emitting a deprecation warning during the image comparison tests which is causing a failure caused by usage in seasborn via ipywidgets. To workaround this in the short term this commit set a constraint on the jupyter-core version. We should remove this pin after seaborn and ipywidgets are updated, or we add an explicit warning exclude to the test suite.
Details and comments

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 84.541%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
62462

Relevant Lines:
73884

💛  - Coveralls


When using a Wizard or Sorcerer to attack, the game will report an error or have no follow-up reaction

I've found that this problem happens to Wizard and Sorcerer, while the Roguish, Paladin, Monk, Cleric in my team don't have the problem. Whenever I attack, usually with a Cantrips, such as Chill Touch, the game will stop after the cast animation, but will not continue to roll the dice for hit, and sometimes the game will say "Game is unstable". The battle could not continue, I had to quit the game.
Here's a clip from player.log that might help：
Uploading Crash Report
FormatException: Input string was not in a correct format.
at System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x00251] in :0
at System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x00023] in :0
at System.String.Format (System.String format, System.Object[] args) [0x00020] in :0
at Gui.Format (System.String baseText, System.String[] parameters) [0x0004d] in <14069e0776c443f6af77ee3eeee86525>:0
at SolastaUnfinishedBusiness.Api.LanguageExtensions.RichText.Formatted (System.String s, SolastaUnfinishedBusiness.Builders.Category category, System.Object[] args) [0x0003b] in <1e2394990f3345f5ae129439fa1dc0c1>:0
at SolastaUnfinishedBusiness.Subclasses.SorcerousWildMagic+CustomBehaviorTidesOfChaos+d__2.MoveNext () [0x000f5] in <1e2394990f3345f5ae129439fa1dc0c1>:0
at TA.Coroutine.Run () [0x00019] in <14069e0776c443f6af77ee3eeee86525>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Trace:LogException(Exception)
TA.Coroutine:Run()
GameLocationActionManager:UpdateImpl()
GameLocationActionManager:Update()
(Filename:  Line: 0)

Which language do you use?

I use Chinese Simplified in the game.

Issue on Chinese translation here: https://github.com/SolastaMods/SolastaUnfinishedBusiness/blob/03fa6f2bd37813357b6aa2fb3ed117a14752e7b6/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousWildMagic-zh-CN.txt#L96
it will be fixed on next release. Meanwhile use EN.


MSI installer for Windows is not signed so Windows Defender won't allow it to be run

Lapce Version
Latest installer from site
System information
Windows 10
Describe the bug
Windows Defender won't allow to run the installer (also the portable exe is blocked)

Duplicate of https://github.com/lapce/lapce/issues/1526


The DES encryption algorithm that is used in the NTLM protocol is a non-standard algorithm, in that it uses a special process to "expand" 56-bit (7-byte) keys to 64-bit (8-byte) keys. While implementing the LM hashing algorithm originally, I made sure to include that expansion process. Unfortunately, I had made the original LM hasher way before putting together all of the other pieces that integrate to create a full NTLMv1 "Authenticate Message" encoding process. Because I had spent so much time in between those implementations, I didn't remember to include that special key expansion and normalization process when using the DES encrypter to generate part of the LM/NT responses.
This is one of those "bugs" that is caused by oversight when fleshing out an implementation. Damn.
Anyway, in order to fix this bug, I've simply abstracted the key expansion bits into a common key processing piece that gets optionally called for all DES encryption processes, since that's the way that DES encryption is always used in the NTLM protocol.
Also, I had forgotten a small part of the processing originally that is intended to normalize keys by setting a parity bit for each byte in a DES key. Thanks to some prior art (referenced in the method doc-block), that is now implemented.
Finally, thanks to some integration testing, I another oversight in the design of the LM hashing and DES encryption usage: I was generating a random "initialization vector" and providing it to the DES encrypter when using an ECB cipher mode... which doesn't make any sense, as the DES-ECB encryption cipher doesn't use a provided initialization vector (oops!). So, in order to "fix" that unnecessary operation, I've simply removed the old initialization vector generation when using DES-ECB. When doing so, I realized that the LmHasher no longer needed the RandomByteGeneratorInterface dependency, as it was no longer being used, so I removed it! The nice thing about this removal is that we'll no longer be generating random bytes when we don't need to, which will allow us to remove unnecessary calls that were actually taking up I/O time and entropy, so this is an optimization all around too. :smile:
Do to these new abstractions and dependency removals, the changes in this PR are actually breaking backwards compatibility. Luckily the library is still in a pre-1.0 "unstable" version phase, so a BC break like this is allowed (and somewhat expected).
Anyway, I'm beat now. My past several hours have had so much reverse engineering through message decoding that I'm absolutely toast. :bread: So I'm out for tonight.
PS: I've done some integration tests, and now both the NTLMv1 and NTLMv2 processes work against an Exchange 2010 server running on Windows Server 2008. :smiley:

:+1: This can be merged. Good work on this, it can be quite frustrating when something so minor can make a complex system unravel.

Thanks @jstruzik!


Subtle issue with normalizing URIs

Since 81509bc we've had issues with using this gem to communicate with elasticsearch. It seems that prior to this change, the request URI was being normalized correctly and thus not including the scheme and host segment. As is evidenced below:

And after 81509bc:

It seems some servers are strict in this regard. Elasticsearch apparently being one of them. :see_no_evil:
This is easily resolved by uri.normalize.request_uri instead of just normalizing the URI, but this causes some issues with proxying that I don't really understand.

Thanks for report. My bad. Will fix today.

It should not send schema://hostname inside METHOD ... line.

Actually I have misunderstood original code and wiped out things that were essential. Will provide a fix ASAP.

Released as 0.8.3.

:heart:

I ran into an issue today due to this commit.
I often use Charles Proxy to inspect HTTP(S) requests. When proxying HTTPS request to , for example, https://www.google.com, I see requests being made to https://www.google.comhttps://www.google.com/. I suspect this is due to the headline, which is "GET https://google.com/ HTTP/1.1".
The following code causes the problem:
require "http"

HTTP.via("<IP_ADDRESS>", 8888).get "https://www.google.com", :ssl => { :verify_mode => OpenSSL::SSL::VERIFY_NONE }

When doing the same thing with a persistent connection to http://www.google.com (plain HTTP) everything works as expected. The headline is "GET / HTTP/1.1" in that case.
Is http doing the correct thing here? I've not had such issues with other ruby libraries when proxying HTTPS requests.

@britishtea definitely seems like a bug, possibly related to Addressable?

@Connorhd fixed issue reported by @britishtea in https://github.com/httprb/http/commit/2625436bb25ab779e79b4b1ad6f2df9f94e43e48


Setup /etc/hosts for containers

Update /etc/hosts volume for containers.

close it. please reopen it when needed.

Why this is closed?

I'm closing this since this could be resolved by external dns.


Ground truth homography in which space?

Hi:
Thanks for open sourcing your code!
I have a qustion about the homography in "test.mat" file.
for example, if I check the homography of the first image, it looks like:
In [13]: data['annotation'][0][0]
Out[13]:
(array(['1.jpg'], dtype='<U5'), array([[ 9.08451931e+00, -5.31615622e+00,  8.38673068e+01],
       [ 2.95203351e-03,  5.52517432e-01,  8.30620388e+01],
       [-1.69828350e-03, -2.94390308e-03,  3.94388114e-01]]))

but the homography in the UOT dataset (stored in a txt file), for the 1.jpg is:
   9.1842785e-02   3.6737114e-01  -9.6902522e+01
  -2.8247420e-02   7.3986511e-01  -1.4981605e+02
   1.8463391e-04   7.1046551e-03   1.0000000e+00

What is the steps to transform default homography to your space?
Bests

ah, it is the inversion!


Fixes MMFF94 aromaticity perception and ChemicalForceFields.MMFFHasAllMoleculeParams()

calcImplicitValence() and setNumExplicitHs() are now called after all aromaticity flags have been set
ChemicalForceFields.MMFFHasAllMoleculeParams() now operates on a copy of the molecule such that atom and bond aromaticity are not altered by the check
test11 was added to GraphMol/ForceFieldHelpers/Wrap/testHelpers.py to check for the two bugs fixed by this PR

Not sure why the Travis CI build failed - when I click on "Details" I cannot see anything.. It builds fine on my machine, and the AppVeyor Windows build succeded.

Thanks Paolo.


Chrome freezing up while she's available

Noticed that when Monika's active my chrome tends to freeze up for a second or two every time Monikas acitivity in task manager spikes up.
I've had task manager open for a few minutes and saw that every once in a while Monika's task goes above 0% (most of the time it will sit at 0%, but occasionally will go up to 0.6-3.2%) of cpu use and during that time, chrome would freeze up and drop its cpu usage down to 0%. This occurs both when she's happily sitting in the corner or hidden with F11, both with Potato PC enabled and it being disabled, and the only way to stop this freezing every 5-10 or so seconds is to sadly shut her down.
Response time settings didn't make a change since I thought maybe she's looking for something relatable to talk about, but it didn't seem to have an effect.
The size of her also has no change (don't know why I thought to test it out).
Would be nice if You had any possible solutions or ideas on what to do on my end, since I'd really like to enjoy her pressence outside the space classroom.

This is a known issue that a lot of people with Google Chrome have... Sadly, I have no idea why it happens. If anyone has an idea, shoot me a pull request or something, for now I'm just leaving this here. Sorry!

Fixed with browser plugin!


plugin shows v0.0.0

Hello,
I came back to use the AI plugin after a few months and when i open, I see the plugin version says v0.0.0 - I tried running start_server.bat in the plugin folder, but when i open photoshop and the plugin its still showing v0.0.0

Looking forward to the assistance!

This seems to be an old version, before we've separated the outpain mode from the inpaint tab
read https://github.com/AbdullahAlfaraj/Auto-Photoshop-StableDiffusion-Plugin/issues/213#issuecomment-1497766372 for instruction on updating the uxp version of the plugin
or reinstall the plugin through the one click installer


Possible to add a way to the CLI to get versioning without setup.py?

I'm interested in using this just as a convenient tool to get the types of version strings that this project generates in a lightweight way to tag Dockerfiles. Is there a way to do this or is the only way to setup a mock setup.py file?

https://setuptools-git-versioning.readthedocs.io/en/stable/command.html

Thanks! That's kind of the extent of what I figured was possible. Still a very useful feature. I just made a small mock pyproject.toml and this is sufficient to make things work.


Cookie Error

When running latest Version for node.js,
When I define "requestCookies" in the Payload like this:
"requestCookies": ["locale=en-ES"]
results in this error:
{"id":"bc043707-4f84-45de-802c-386f5a0c3c08","body":"json: cannot unmarshal string into Go struct field RequestInput.requestCookies of type tls_client_cffi_src.CookieInput","cookies":null,"headers":null,"status":0,"target":"","usedProtocol":""}
Without any defined cookies, it works fine.

Overread this:
https://bogdanfinn.gitbook.io/open-source-oasis/shared-library/payload
Tho still when I changed the payload to
"requestCookies": [{ "domain": "discord.com", "expires": "0001-01-01T00:00:00Z", "name": "locale", "path": "/", "value": "en-US" }]
This happens:
{"id":"7b766038-26ee-42e8-80f6-4427cd249e32","body":"error decoding timestamp: json: cannot unmarshal string into Go value of type int64","cookies":null,"headers":null,"status":0,"target":"","usedProtocol":""}

Just updated the docs. "expires" need to be a unix timestamp.
https://bogdanfinn.gitbook.io/open-source-oasis/shared-library/payload


test: Do not check error message from hub, it is not needed

Closes #21429
Signed-off-by: Tibor Vass<EMAIL_ADDRESS>

LGTM

LGTM

Janky hitting the networking startup timeout (cc @thaJeztah):
11:54:11 FAIL: docker_cli_network_unix_test.go:1028: DockerNetworkSuite.TestDockerNetworkHostModeUngracefulDaemonRestart
11:54:11
11:54:11 [d64178994] waiting for daemon to start
11:54:11 [d64178994] daemon started
11:54:11 [d64178994] exiting daemon
11:54:11 [d64178994] waiting for daemon to start
11:54:11 [d64178994] daemon started
11:54:11 docker_cli_network_unix_test.go:1054:
11:54:11     c.Assert(err, checker.IsNil)
11:54:11 ... value *errors.errorString = &errors.errorString{s:"condition \"\"false\" == \"true\"\" not true in time"} ("condition \"\"false\" == \"true\"\" not true in time")
11:54:11
11:54:11 [d64178994] exiting daemon```

Merging.


Pod crashing on startup

While following the steps outlined in the readme (and included in https://cloud.google.com/solutions/jenkins-on-container-engine-tutorial ) I'm getting the following error starting up Jenkins which points to possible issues with missing a shebang and starting up with dash shell instead of bash.
nedkoh@jenkins-160516:~/continuous-deployment-on-kubernetes$ kubectl get pods --namespace jenkins
NAME                      READY     STATUS             RESTARTS   AGE
jenkins-167554897-lf1lc   0/1       CrashLoopBackOff   13         47m
nedkoh@jenkins-160516:~/continuous-deployment-on-kubernetes$ kubectl logs jenkins-167554897-lf1lc --namespace jenkins
/usr/local/bin/jenkins.sh: eval: line 10: syntax error near unexpected token `('

Hi,
I have successfully troubleshooted and resolved the issue. Below are the findings:

the jenkins:2.7.2 image is good and jenkins.sh has the correct bash shebang
the above mentioned image fails on execution on line 10 where the startup arguments are accepted
we pass user information generated in the file (as per below) in the instructions
nedkoh@jenkins-160800:~/continuous-deployment-on-kubernetes$ tail jenkins/k8s/options
--argumentsRealm.passwd.jenkins=nji9NJI( --argumentsRealm.roles.jenkins=admin
as you see in the above the parameters are unescaped which causes any special characters to be interpreted (in this case the character is "(".
Conclusion:
Either escape the characters in the password value or mention in the instructions what are allowed values.

Thanks for posting back @nedkoh !

This was a great start! I was able to customize and fine-tune the implementation to configure itself from scratch every time (not reliant on existing persistent volume) and scan all branches of all projects on GitHub (through the GitHub organization plugin) and fire up slaves with the Jenkins pipeline to build docker images.


Types Typescripts how to

Hello. I search the issues it seems is not possible but there are some comments suggesting it is possible but don't explain how to do it. how can I use Typescript with this repo? if I want to use devtools-protocol what I need to write in the tsconfig? Thank you! (tried a lot of options no one worked...)

Hi, feel free to share your experience if you think it could help others. Unfortunately I cannot help with that.

sorry, found that if you do
import Protocol from "devtools-protocol/types/protocol-proxy-api";
and then
const protocol: (Protocol.ProtocolApi) = await CDP({ port: port, });
you will get ts support

Unofficial typings are now published here: https://www.npmjs.com/package/@types/chrome-remote-interface
Related: https://github.com/cyrus-and/chrome-remote-interface/issues/112


Please document use of wildcards in Reply URLs

Cross-posting my prior comment from the tutorial page. This comment applies everywhere where SSO instructions are provided.
See:
https://github.com/MicrosoftDocs/azure-docs/issues/31291.

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

ID: 05a5938f-9900-7728-3a10-7eef686b1dd0
Version Independent ID: c36ef90a-df18-efa1-02f7-321c22b2574a
Content: How to configure federated single sign-on for a non-gallery application
Content Source: articles/active-directory/manage-apps/configure-federated-single-sign-on-non-gallery-applications.md
Service: active-directory
Sub-service: app-mgmt
GitHub Login: @CelesteDG
Microsoft Alias: celested

@jaffadog
Thanks for your feedback! We will investigate and update as appropriate.

#reassign:msmimart

Thanks @jaffadog - also including this issue in our internal work item. We'll update the related articles as soon as we have clarification.
#please-close


[RFC] Update bazel template

What this PR does / why we need it:
Currently, run make expose-generated-go makes change on `BUILD.bazel file as bellow
-    srcs = ["//cmd/piped"],
+    srcs = ["//cmd/piped:piped"],

If I guess correctly, we did not want that change, please correct me if I'm wrong 🙏
Which issue(s) this PR fixes:
Fixes #
Does this PR introduce a user-facing change?:

NONE

LGTM
/approve


Bump Support HTTPX Version To 0.23

Hello,
I am trying to use your package on a project but the HTTPX dependency won't allow me to install. Is it possible to get the supported version of httpx updated to the most recent version 0.23.
Here is the failure I am getting on install.
  SolverProblemError

  Because mirth-client (3.0.0) depends on httpx (>=0.18,<0.23)
   and no versions of mirth-client match >3.0.0,<4.0.0, mirth-client (>=3.0.0,<4.0.0) requires httpx (>=0.18,<0.23).
  So, because fics-api depends on both httpx (^0.23) and mirth-client (^3.0.0), version solving failed.

Resolved by https://github.com/renalreg/python-mirth-client/releases/tag/v3.1.0
Should be on PyPI as soon as https://github.com/renalreg/python-mirth-client/actions/runs/2622913640 has finished running

@jtc42 , thank you!


Fix testing with alternative VIMPROG/SCRIPTSOURCE settings

The test infrastructure allows being run with different paths for the vim executable or the runtimepath, however some tests had hard-coded values preventing that from working.  This is addressed by using v:progpath (in a legacy test) to know the executable path and expand('$VIMRUNTIME') instead of assuming the in-source runtime.
These changes will enable running Vim's test suite with an already installed Vim, as part of Debian's continuous integration to validate Vim isn't broken when dependency packages are updated.

Codecov Report

Merging #5025 into master will increase coverage by <.01%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master    #5025      +/-   ##
==========================================
+ Coverage   81.96%   81.96%   +<.01%
==========================================
  Files         133      133
  Lines      146564   146564
==========================================
+ Hits       120130   120132       +2
+ Misses      26434    26432       -2

Impacted Files
Coverage Δ

src/gui_gtk_x11.c
58.01% <0%> (-0.1%)
:arrow_down:

src/gui.c
63.6% <0%> (ø)
:arrow_up:

src/if_xcmdsrv.c
86.17% <0%> (ø)
:arrow_up:

src/window.c
88.22% <0%> (+0.03%)
:arrow_up:

src/message.c
79.55% <0%> (+0.05%)
:arrow_up:

src/gui_beval.c
63.36% <0%> (+0.86%)
:arrow_up:

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The change in test49.in looks good.
I do not understand why the assert_match() calls need to use $VIMRUNTIME.  Currently it matches with ".*runtime", which would work with any path in $VIMRUNTIME.

Currently it matches with ".*runtime", which would work with any path in $VIMRUNTIME.

The use-case I mentioned is being able to run the tests against the installed Vim.  In this case, I'd end up running make test VIMPROG=/usr/bin/vim SCRIPTSOURCE=/usr/share/vim/vim81, in which case there is no runtime/ in the path.  However, VIMRUNTIME will always point at the correct directory, since it's explicitly set to SCRIPTSOURCE before running the tests:
https://github.com/vim/vim/blob/b189295b72030f00c45c30d3daecf85d457221f8/src/testdir/Makefile#L155


Small docstring error in _auto_topomap_coords

The docstring of _auto_topomaps_coords says that parameter to_sphere defaults to True. However, this parameter has no default value.

please send us a PR to remove this from docstring

PR send. (Sorry for being so picky :)


Update content import process

Don't fail if catalog content (foundation_fashion.zip file) doesn't exist.


logarithm: Python

Python means log(x) = ln(x)
Fix that.

Turns out that's not important.
However, there is a bug with the formula for unsuitable values of fmin and fmax:
frequency_vector = fmin*expufunc(n*log(fmax-fmin)/npts)
For non-small values of fmin, and fmax>>fmin, for k=npts, the function will
deliver something similar to fmin * fmax. In case of fmin=80 and fmax=50e4, this yielded a maximum frequency of ~4e6, which is obviously not desirable.
A new formula was developed to remedy this issue:
frequency_vector = expufunc((1-n/npts)*log(fmin)) * expufunc(n*log(fmax)/npts)
This seems to have the desired result.

Will ask prof for advice on potential pitfalls though, to be on safe side.

Integrate Into LaTeX and don't forget to reference it in the appropriate section.


Fail in resolving dependencies

As i pip install -r requirements.txt, I got errors
The user requested numpy==1.14.5
librosa 0.7.2 depends on numpy>=1.15.0`

The user requested numpy==1.14.5
matplotlib 2.2.3 depends on numpy>=1.7.1
numba 0.48.0 depends on numpy>=1.15`

I think change numpy==1.14.5 in requirements.txt to numpy==1.15 should fix the issue. Has anyone experienced the same problem?

Yes, we haven't been maintaining this file.
I've made some changes here: https://github.com/andi611/Self-Supervised-Speech-Pretraining-and-Representation-Learning/commit/d687728227a19b3564113d8146869c179e5d54a3


Custom Token Matcher with Parameter

Hi, is it possible to make custom token matcher with parameter?
Suppose this example:
I have series of tokens that's not a string, it's an object like {a: "asdf", b: 12}, and I want to match the content of "a" to be "asdf"...
It would be great if I could do it like this:
@{%
const matchA = function(v) {
return { test: o => o.a == v };
};
%}
main -> %matchA("asdf")

Hmm, I think an easy solution here would just be to create fresh matchers in your @{%%} block:
const matchA = function(v) {
return { test: o => o.a == v };
};
const matchA_asdf = matchA("asdf");
const matchA_ghjk = matchA("ghjk");
…

main -> %matchA_asdf

Since you have a finite number of references to that matcher in any grammar, this will work.
@tjvr, other ideas?

@Hardmath123 No, there's no clever way of doing this.
Which property on your token are you trying to match?

So I try to create a parser for TeX, and the token in TeX is a character and a category character for that character, so it has 2 properties each token. And from the documentation, the parser could match the character only, the category only or both. So that's why I need custom token matcher with parameter.

So it looks like the solution in my comment here will solve your problem for now. If not, let me know, but for now I'm closing this issue. :-)


Title and meta description edits

P1 duplicate title edits and P3 short meta description edits from the Enterprise sheet.

@DaniHalfin
2 P1 duplicate title edits, with some short meta description edits.


Several printers share the ''printer-strings-uri" attribute

Describe the bug
Several printers share the ''printer-strings-uri" attribute
To Reproduce
Steps to reproduce the behavior:

Install ps-printer-app by command snap install ps-printer-app
On the web localhost:8000, add two printers: brother-A and canon-B.
Get the printer attributes by commands

$ipptool -tv ipp://localhost:8000/ipp/print/brother_A
$ipptool -tv ipp://localhost:8000/ipp/print/canon_B

For the both printers, the values of the printer-strings-uri are same: http://localhost:8000/brother_A/ui.strings

This issue caused driverless to be unable to obtain the strings of canon_B.


luaformatter: 1.3.4 -> 1.3.5

Motivation for this change
Update luaformatter to latest version
Things done

[x] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review wip"
[x] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Ensured that relevant documentation is up to date
[x Fits CONTRIBUTING.md.

Result of nixpkgs-review pr 122829 run on x86_64-linux 1

1 package built:

luaformatter

@GrahamcOfBorg build luaformatter


Creating and Sending an Audio Message (HOW TO?)

This library is really useful, and has saved me a lot of headache when working with Smack's deprecated jingle API's.
But your samples do not have anything about creating, sending and receiving and Audio message, for which I actually need to use Jingle.
Can you shed some light on as to how do I create, send and receive an audio message? I am using your library for implementing live voice chat module in an existing web application. #

I'm not sure what you mean by "voice message", but the sample code will let you setup a live audio and video chat application. You may need to make some minor tweaks to if you only want to do audio (i.e., no video), but you should get the sample code working first and then try modifying it from there.


Expose System and Shared Domain similar to other AppDomains

To allow enumeration so modules loaded into System and Shared Domain it
is required to expose these two App Domains

This pull request adds and removes a change, netting +/- 0 lines.  =)
I'm not opposed to this change.  I like that they are not enumerated with the other domains.  I'd like to look and see if there is anything missed with shared/system domains.  However, please submit a new pull request which also captures additions to public.cs.

Hi Lee,
thats why I removed it as I noticed that public.cs should also be included.
Will send a new pull tomorrow.
Cheers,
Stefan
Von meinem Windows Phone gesendet

Von: Lee<EMAIL_ADDRESS>Gesendet: 23.09.2015 19:25
An<EMAIL_ADDRESS>Cc<EMAIL_ADDRESS>Betreff: Re: [clrmd] Expose System and Shared Domain similar to other AppDomains (#5)
This pull request adds and removes a change, netting +/- 0 lines. =)
I'm not opposed to this change. I like that they are not enumerated with the other domains. I'd like to look and see if there is anything missed with shared/system domains. However, please submit a new pull request which also captures additions to public.cs.
—
Reply to this email directly or view it on GitHubhttps://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2FMicrosoft%2Fclrmd%2Fpull%2F5%23issuecomment-142671081&data=01|01|stefang%40064d.mgd.microsoft.com|3a346495ff534778e1ff08d2c43be9d5|72f988bf86f141af91ab2d7cd011db47|1&sdata=HqvZmc4RFqimKfMfn4pbBCzRY9cFjKwGz6d%2FWXzP7Ww%3D.


User story:  RISK Object - Frontend Edit/Delete

As a Data Manager, I want to be able to edit and delete the RISK object in WE
Acceptance criteria

[ ] The WE  frontend is extended to support edit and delete operations on  the RISK object

Also, here are a few points that need to be addressed:

[ ] Constraint 1
[ ] Constraint 2

Resources

Resource A
Resource B

Implemented by #1328 and #1336


Library 92 not updating to latest

Platformio is not showing the latest commit for some libraries. Example below is one commit behind. Is this a manual update process?
$ platformio lib show 92
RFM69
-----
Authors: Felix Rusu https://github.com/LowPowerLab
Keywords: rf, radio, wireless, spi
Frameworks: arduino
Platforms: atmelavr
Version: bd50fa29df

RFM69 library for RFM69W, RFM69HW, RFM69CW, RFM69HCW (semtech SX1231, SX1231H)

---
Want to back this issue? **[Post a bounty on it!](https://www.bountysource.com/issues/28703981-library-92-not-updating-to-latest?utm_campaign=plugin&utm_content=tracker%2F2014790&utm_medium=issues&utm_source=github)** We accept bounties via [Bountysource](https://www.bountysource.com/?utm_campaign=plugin&utm_content=tracker%2F2014790&utm_medium=issues&utm_source=github).

Please re-create this issue in related repository https://github.com/platformio/platformio-api/issues
Thanks a lot!


added chain_api: chain_get_header, chaing_get_block, chain_get_finalized_head

Extended rpc api
closes #50

ci fails as it tries to run the example against a more recent node

included in PR #66


Type

This is an issue for the website, but I can't find where else to post this. On the "Get Started" page, it says that attaching the Javadoc and source archives is "hightly recommended". I think this is a typo of "highly recommended".

Site issues can be reported in the lwjgl3-www repository.
Fixed with https://github.com/LWJGL/lwjgl3-www/commit/340914c17ed93868baef9e37ff000d807c65a276. I replaced the old instructions with a link to the wiki's install page.
Thanks!


[Math Feature]: Add two functions for Vector2 to know if two lines intersect and two segments intersect

This PR adds two function in the raymath.h header:
    bool Vector2LineIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2* pointIntersection)

    bool Vector2SegmentIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2* pointIntersection)

If the second one is true, the first one is always true.
Vector2LineIntersect:
The first one check if two lines A and B defined by their points, so that A is defined by (p1, p2) and B is defined by (p3, p4) intersect. If it's true, it put the intersection point in the Vector2* pointIntersection parameter, if it's not NULL.
Which corresponds to this image for example:

Vector2SegmentIntersect:
The second one check if two segments A and B defined by their points, so that A is defined by (p1, p2) and B is defined by (p3, p4) intersect. If it's true, it put the intersection point in the Vector2* pointIntersection parameter, if it's not NULL.
Which corresponds to this image for example:

I choosed to get back a boolean from these two functions, and get the intersection point as a pointer, because we can't just return an empty Vector2 if the segments, or the lines don't intersect. That would mean that we can't ever have an intersection point which has the coordinates { 0, 0 }.

@Elkantor Nice! Thanks for the addition! :D

Doesn't compile, needs bool type declared...something like in the raylib.h header
// Boolean type
#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
    #include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool)
    typedef enum { false, true } bool;
#endif

it was years ago but I seem to remember that theres a reason you shouldn't use enum for bool but i really can't remember what it was... proceed with caution when doing stuff with the bool type in particular, especially on different platforms....


[Feature Request] Button to send cleaned image back to the input canvas

First, thanks for making this extension. It's simple to use and hassle free compared to inpainting or photoshopping.
Cleaning images sometimes isn't perfect - some blur or artifacts may be generated in the clean up process. Putting the output image through the cleaner again usually solves the problem. The issue is that it's tedious to do so: you have to save the image locally, go to the directory it's saved in, and drag it back to the input canvas.
A simple button that can send it back to the cleaner canvas, like the ones that already exist for sending it to img2img or extras, would be really appreciated.
Thanks again for making the extension.

Good idea, I will implement it later.

Is it possible to have option to save in jpg and also use the original filename and also pick folder to save to?
I really like this extension. It works so much better than ACDSEE 2024 magic eraser.

Came to this repo to leave this exact comment. Glad it's already being worked on. Love the extension

fixed here https://github.com/novitalabs/sd-webui-cleaner/pull/5

I think this issue could be closed as well


add block comment to utility css file describing its purpose

the idea of the utility css classes might be hard to understand for students and we should clarify they should not be using this file to dump arbitrary css.

done


reraise rather than raise

fixes #2941
Within a command an exception will now cause the error to bubble up with trace. This will help in cases like this issue: #2939
raise Exception("hello world")

hello world
Traceback (most recent call last):
  File "/Users/david/code/azure/azure-cli/src/azure-cli/azure/cli/main.py", line 36, in main
    cmd_result = APPLICATION.execute(args)
  File "/Users/david/code/azure/azure-cli/src/azure-cli-core/azure/cli/core/application.py", line 201, in execute
    result = expanded_arg.func(params)
  File "/Users/david/code/azure/azure-cli/src/azure-cli-core/azure/cli/core/commands/__init__.py", line 404, in _execute_command
    reraise(*sys.exc_info())
  File "/Users/david/code/azure/azure-cli/src/azure-cli-core/azure/cli/core/commands/__init__.py", line 399, in _execute_command
    result = op(client, **kwargs) if client else op(**kwargs)
  File "/Users/david/code/azure/azure-cli/src/command_modules/azure-cli-find/azure/cli/command_modules/find/custom.py", line 107, in find
    raise Exception("hello world")
Exception: hello world

Codecov Report

Merging #2945 into master will increase coverage by <.01%.
The diff coverage is 100%.

@@            Coverage Diff             @@
##           master    #2945      +/-   ##
==========================================
+ Coverage   63.33%   63.33%   +<.01%
==========================================
  Files         466      466
  Lines       26538    26539       +1
  Branches     4069     4069
==========================================
+ Hits        16808    16809       +1
  Misses       8617     8617
  Partials     1113     1113

Impacted Files
Coverage Δ

...azure-cli-core/azure/cli/core/commands/__init__.py
81.87% <100%> (+0.05%)
:arrow_up:

Continue to review full report at Codecov.

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@tjprescott thank you for the review!

Today I learnt six.reraise is a thing 😄


Log density calculation is incorrect in NormalDist2DIndep

The implementation performs ((x-mu_x)/sigma_x)^2 * ((y-mu_y)/sigma_y)^2 instead of adding: ((x-mu_x)/sigma_x)^2 + ((y-mu_y)/sigma_y)^2
https://github.com/rg2/xreg/blob/d32dbe74c9072cc6ac973055797abec14b0c6389/lib/basic_math/xregNormDist.cpp#L108-L110

Fixed in #19 , commit b57e5e36036890c0e25cd3489c8d27f7c5bc2b41.


Update README.md

This pull request has been refused, the Contribution License Agreement must be signed.


Taginput: cannot remove custom items, no removeItem() function

Overview of the problem
Oruga version: [0.8.7]
Vuejs version: [3.4.21]
OS/Browser: Windows 10/Chrome
Description
When using a custom template for taginput items, the removeItem() seems to be not available anymore on the taginput ref, resulting in a TypeError.
Steps to reproduce

It is reproducible on the Oruga documentation page for Taginput: scroll to the "Custom selected" example, add a few items, and click on an item. Pay attention to the Javascript console:
framework.BWCDurWU.js:13 TypeError: n.$refs.input.removeItem is not a function

Expected behavior

The item should get deleted from the taginput's item list. The items can still be removed by using the keyboard shortcut Backspace.
Actual behavior

Nothing happens when an item is clicked in the example, besides the Javascript error.

it seemed to me it's just missing from defineExpose in Taginput.vue, since I can access focus just fine. I added removeItem to it the PR above. It worked locally for me. Hope I did the PR right.

Note: this looks to be a regression from 0.8.0. Could there be other bindings that need to be exposed?

Refactor all components from Option-API to Composition-API (script setup) (https://github.com/oruga-ui/oruga/issues/606)

@Thaurin first of all, thanks for finding this bug!
The example seems to have been missed during refectoring.
You are right, with the switch to the Composition API, all component data, functions etc... are now closed by default.
My intention is to keep this as much as possible.
The example seems to have been missed during refectoring.
For me a better solution would be to add the removeItem as a selected slot property.
Would that solve your problem too?

While I personally love the flexibility of being able to use all sorts of a component's internal functionalities, because I love to customize, I understand your choice to limit this as much as possible. I'm glad that focus is exposed, at least!
For my current situation, if your solution works as well, I'd be happy. Would that simply work something like this?
<o-taginput v-model="searchItems">
  <template v-slot:selected="{ items, removeItem }">
    <o-button
      v-for="(item, index) in items"
      @click="removeItem(index, $event)"
  </template>
</o-taginput>

I've tried manipulating the v-model on taginput directly from the click event, but that caused some sort of Vue render error.

I added remove-item to the selection slot and it seems to work fine as shown above.

I updated the documenation for completeness sake. This solution works for me.
If you want to do anything differently, go ahead, of course.


[DX] Expose domain message's name as a public const

Could be useful to avoid copy/pasting the domain messages' names in various files (projection manager, custom message factories, etc.).

@prolic done.


Concat data on refetch (e.g: For infinite scroll)

Hi,
I am trying to make an infinite scroll, the problem is actually when you refetch a query old data are erased. Maybe It can be good to pass some options on refetch ?
Something like that ? data.refetch({ newArgs }, { concat: true });

I asked pradel to open this issue so that we can discuss a minimal viable design for infinite scroll pagination, let's see if we can come up with something simple!

@pradel @stubailo I like the simplicity of data.refetch(<variables>, <settings>). The second argument can be expanded to control other aspects of refetching we may want to add in. To take it a step further, should we add concat on the WatchQueryOptions and the second arg of refetch allows overwriting of existing query options? This would allow polling changes as well as other additions to WatchQueryOptions

I am not sure that this belongs on refetch, personally - I'd be in favor of similar but alternative approaches, for example:

A fetchMore method in addition to refetch
A way to assemble an array of queries with different variables programmatically

I don't think refetch should be overloaded to do more than simply rerun a single query maybe with different variables.

Ok, I have the same needs and I would be interested to take on that issue and implement a fetchMore(variables) method. If you are open to that, I could start working on a PR.

Done thanks to @Slava


Bug 2138112: Unsupported S3 endpoint option in Add disk modal

Signed-off-by: Aviv Turgeman<EMAIL_ADDRESS>📝 Description

Change URL disk source description to show support of HTTPS and not S3 URLs

🎥 Demo
Before:

After:
https://user-images.githubusercontent.com/67270715/198296850-f125fe95-281e-4c98-a4b8-807427d9286a.mp4

/lgtm

/retest


Python/Flask Tutorial Isn't Working

Hi, I tried to run the Vercel flask example with it's barebones setup, but received the following error message:
[ERROR] Runtime.ImportModuleError: Unable to import module 'vc__handler__python': cannot import name 'url_quote' from 'werkzeug.urls' (/var/task/werkzeug/urls.py)
I found this issue was fixed by adding Werkzeug==2.2.2 to the requirements. Is this something worth updating in the tutorials?

https://github.com/vercel/examples/pull/798