BUG: Fixes BcolzMinuteBarMetadata to read the version correctly

We were mistakenly using the minute_per_day field.
We now expose from the metadata object the version from which the metadata was read. This allows a new test that verifies the version is read correctly.

Coverage increased (+0.001%) to 86.195% when pulling 427329d200c463a06f08bfc1c2537202c971a34e on fix-minute-bars-metadata-version into 7f575c5b0cfd967919fbf44f16277bbbb6b6f234 on master.

Coverage increased (+0.001%) to 86.195% when pulling 427329d200c463a06f08bfc1c2537202c971a34e on fix-minute-bars-metadata-version into 7f575c5b0cfd967919fbf44f16277bbbb6b6f234 on master.

LGTM, just had one suggestion.

Coverage increased (+0.001%) to 86.195% when pulling e8297b6b68d3b9dd65ae1af68b3cd71885bca559 on fix-minute-bars-metadata-version into 7f575c5b0cfd967919fbf44f16277bbbb6b6f234 on master.


[Text Analytics]It will return error when use textAnalyticsClient with AAD authentication to run integration tests on UsGov cloud and China cloud

We are running live Tests against other clouds like US Gov and Azure China Cloud. The goal is to check whether new azure sdk package work with other clouds or not.
Error Description:
When we use textAnalyticsClient with azure active directory credential to run integration tests on UsGov cloud and China cloud, it will return an error. The error message is shown as following, for more details please check here:

Error Track:
The failed reason is that when we use azure active directory credential, the scope of credential is just supported on Public cloud. The scope of credential defines the set of permissions being requested by the application. In text analytics client, the value of scope is here.

Expected Behavior:
Add different scopes for different clouds in Text Analytics SDK.
The value of the scope in different clouds is follow:
Public cloud: https://cognitiveservices.azure.com/.default
UsGov cloud: https://cognitiveservices.azure.us/.default
China cloud: https://cognitiveservices.azure.cn/.default
@benbp, @deyaaeldeen, @ramya-rao-a, @meeraharidasa for notification.

@deyaaeldeen I would imagine other SDKs for cognitive services would have this issue as well, like Form Recognizer and Metrics Advisor

https://github.com/Azure/azure-sdk-for-js/blob/e823b26f4600a698eb1c06f48da9b780fb2331a7/sdk/metricsadvisor/ai-metrics-advisor/src/createClientPipeline.ts#L43
https://github.com/Azure/azure-sdk-for-js/blob/e823b26f4600a698eb1c06f48da9b780fb2331a7/sdk/anomalydetector/ai-anomaly-detector/src/AnomalyDetectorClient.ts#L61
https://github.com/Azure/azure-sdk-for-js/blob/d2d700066823210439f4f5b2353ccab046596e5e/sdk/formrecognizer/ai-form-recognizer/src/formTrainingClient.ts#L230
https://github.com/Azure/azure-sdk-for-js/blob/e823b26f4600a698eb1c06f48da9b780fb2331a7/sdk/formrecognizer/ai-form-recognizer/src/formRecognizerClient.ts#L282

It is worth checking with the feature crews to see if our SDKs in other languages would have the same problem as well

/cc @witemple-msft @joheredi @KarishmaGhiya. I am digging deeper into this and will share my findings.

cc @witemple-msft and @KarishmaGhiya if they can share any history around this from the perspective of Form Recognizer and Metrics Advisor

@ramya-rao-a @deyaaeldeen FYI the cognitiveServicesEndpointSuffix arm template parameter will get auto-populated based on cloud in the live test pipeline.
You can see example usage from the NET tests:
https://github.com/Azure/azure-sdk-for-net/blob/4162f6fa2445b2127468b9cfd080f01c9da88eba/sdk/formrecognizer/test-resources.json#L23-L26

@benbp The ARM template will only help with the deployment. The problem here is that we are passing the wrong scope when trying to authenticate the client

@ramya-rao-a I see. If you set that scope dynamically as an ARM template output, then you can load it in from the environment when you construct it, something like:
var endpointSuffix = process.env.COGNITIVE_SERVICES_ENDPOINT_SUFFIX || ".cognitiveservices.azure.com";
const DEFAULT_COGNITIVE_SCOPE = "https://" + endpointSuffix + "/.default";

This is easier than having to do a switch on authority host, but also probably doesn't make it easier for customers, so perhaps it is better to do the switch.

@sarangan12 fyi, you will likely face the same problem in @azure/search-documents  due to the hard-coded scope

Quick update:
The scopes for TA are:
AzCloud: cognitiveservices.azure.com
UsGov: cognitiveservices.azure.us
China: cognitiveservices.azure.cn
Germany: TBD but most likely cognitiveservices.azure.de
I looked at using the authority host to infer the scope but found that you can actually use the authority host for Azure Cloud to authenticate into a sovereign cloud resource. I found that container registry exposes an audience option that can be used to determine the scope: https://github.com/Azure/azure-sdk-for-js/blob/809f05c652ac9bb0fc08ce7048d8b5e33b9fc3e0/sdk/containerregistry/container-registry/src/containerRegistryClient.ts#L36-L41

@deyaaeldeen Germany is a deprecated cloud that we don't support for testing.

@schaabs confirmed that it is not likely but it is valid for the authority host to be in one cloud while the resource being authenticated into is in another.

@benbp When we run text analytics integration tests in pipeline, some environment variables used in tests are not imported. Please help to add these variables when you are free? These variables are shown as following:

@deyaaeldeen @ramya-rao-a We did not run the Metrics Advisor tests on Sovereign or US Gov, I don't think the service team expected any customers using these clouds.

@deyaaeldeen @ramya-rao-a  Is there any progress on this issue? When is it planned to be fixed?

.NET TA client library added an audience option to support other clouds in https://github.com/Azure/azure-sdk-for-net/pull/26583. I am planning on doing the same and will try to finish it in this milestone.

@deyaaeldeen  Is there any progress on this issue?

@v-xuto There is still in discussion, we need to design a way to support of sovereign clouds in the library.


Define test service marker in each test project

For each test project VS insert a special marker to quickly discover projects with tests. Previously I tried to normalize that and defined this option in the CommonTestProperties.props that is imported to each test project. However, it doesn't work as VS still inserts this nodes to the project file itself.

FWIW, I'm still a huge fan of the TestDriven.Net tool

Quickly went through the features, however wasn't able to find what it offers in addition to R#. The only nice addition is that it seems to be free 😄

Will merge it after #773 to simplify conflicts solve.


Break down TaskTestUtils into non-common parts

Executor used one thing, Scheduler used the rest.

Restarted Elastic, failure was due to cluster not coming up


Usage with ASPNETCore server side?

Great library for client side OAUTH2! I got it to work with the Angular app easily. Now I cannot get the token to validate properly server side with ASPNETCore 2.1. Do you maybe have a sample? Is there something special to do? I specified JWT as auth method

What is your server side stack?

I use AspNetCore with the integrated JWT middleware

If I understand you correctly, taking these two bits:

I got it to work with the Angular app easily.

and

I cannot get the token to validate properly server side with ASPNETCore 2.1.

then your issue is not so much with the library for this GitHub repo (angular-oauth2-oidc).
If you have a basic setup, but the "cannot get the token" part is your issue, I recommend trying to make a minimal repro and asking the question on Stack Overflow. Or, failing that, if you think you've found a bug or problem with the JWT middleware you're using, you could file a GitHub issue on that middleware's specific GitHub repo.

You can find some things to consider here:
https://manfredsteyer.github.io/angular-oauth2-oidc/docs/additional-documentation/server-side-rendering.html


Fixed #156.

A description here

I couldn't seem to get the unit tests to work.

@michaelcheers, thank for the pull request.
We will review the changes proposed and will try to include it in the upcoming releases.
Regarding unit tests, our apologies for the inconvenience. At the moment Bridge.Test is not publicly available. For now the only option is to unload everything within the Tests folder from the Solution. We are getting closer with releasing it. We'll tweet once it gets available.

I've just formatted Bridge a bit with the last commit.

@LeonidVeriga, I think my first commit was a bad one, let me explain:
A one dimensional array doesn't have a definition for $.get().
For example this code:
Console.WriteLine(new[]{1,2,3}[0]);

compiles to:
console.log([1,2,3].$get([0]));

and the javascript doesn't actually work because normal 1D arrays (which are javascript arrays) don't have a definition for $get.
So, either we make a definition on the prototype of Array or we use the definition Bridge.Array.getItem(array, index).

@michaelcheers, we have reviewed the pull request and partially merged the changes proposed.
Thank you for your time and contribution!
#1311 fix and extern changes are really great.
You can review the commits we made in the process of merging this pull request (they all linked to this PR). Here is a summary:

#1311 fix merged with no changes
for extern changes created an issue #1404 for tracking purposes, merged with some changes
However, there is some specific related to C#6
#1374 fix changed: using map() instead of convertAll() is not recommended as the latter contains code to check if input array or converter is nullwith exception throwing
#156 fix reverted as it brakes several tests. Yes, Bridge.Test is not released so I narrowed down a couple of tests that, in addition to your own checks, you can use to verify a fix - Live
changing static readonly to const reverted. However, it forced me to review tests and added a commit to improve the tests.

Creating pull requests, we tries to follow the rules:

adding a description of changes - what it addresses and how it fixes. This is helpful and speeds up merging process;
when possible, using latest Bridge source code as a pull request branch base. This minifies merge commits;
one Pull Request per Issue in separate branch (unless issues are related to each other like here);
This really helps in merging pull requests - the smaller the changes the easier to manage, track and merge. Especially given the changes should be verified and tested carefully, they may be postponed or reverted, there are other pull requests from the team and the Bridge community being merged potentially causing merge conflicts.

@LeonidVeriga, See my new pull request: #1407.


feature: ssh key passphrase prompt

Did you check the docs?

[X] I have read all the LazyVim docs

Is your feature request related to a problem? Please describe.
When I load LazyVim and it tries to fetch plugins from github, it doesn't prompt for a password to unlock my ssh key.
Describe the solution you'd like
If LazyVim cannot update / clone whatever because the appropriate ssh key is not cached by the ssh_agent, it should prompt the user to unlock their ssh key
Describe alternatives you've considered
Currently if I want LazyVim to check for plugin updates on start, I have to ssh github.com manually to unlock my ssh key and cache it in the ssh_agent so that when I THEN start nvim, Lazy can check for udpates.
Additional context
No response

Lazyvim should not handle this, you might be interested in Funtoo Keychain though


[OFFICIAL] Generated Issue: ConnectionTimeoutException

Please fill out the details below.
Summary:
Steps to reproduce:
Additional Details
Jikan Parser Version: v4.0.2@4df99e0df5a4adf2b92e7c6fc663de8fd4b9c325
PHP: 8.0.19
Redis: Connected
Exception: MongoDB\Driver\Exception\ConnectionTimeoutException
Code: 13053
Message: No suitable servers found (`serverSelectionTryOnce` set): [socket timeout calling hello on '<IP_ADDRESS>:27017']
Trace: /var/www/jikan-rest/vendor/mongodb/mongodb/src/functions.php on line 487
Request: GET /v4/anime/11741/full

Resolved


Add .net interactive .ipynb example

use this OJS notebook for example: https://observablehq.com/@randomfractals/chicago-speed-camera-locations

.net html table gen. result:

this no longer works in vscode v1.58.0. stuck in endless cell run loop:

@alefragnani was able to run, but it took way too long to load results too ...

also, why is the result of JSON doc parse outputed in html format by .net interactive?

will need to look at this example to reformat .net json document for json cell output mime type and display:
Geo 🌐 Data Table 🈸 View

Install REST Book 📓 vscode extension

Load World 🌐 Rivers REST Book 📓

Run All cells ⌗

Click on ... in the gutter of GET data output and change it to Data Table 🈸 for geo table view:

got it to work in CodeSpaces. Just need to add .Net Interactive notebook example info to docs.

see: https://github.com/RandomFractals/vscode-data-table#net-interactive-notebook-example


fix(web): tighter letter spacing for h1

Current dependencies on/for this PR:

main

PR #57   👈

This stack of pull requests is managed by Graphite.


Startup animation bug

Materials:https://youtu.be/Zi3EJDTFa2I
Version: <IP_ADDRESS>217

Can you send me device specs?

Sure


fix(dbm-services): tendbcluster 变更不能排查test库

关联研发信息
dev_branch: fix/need_include_testdb/#7162
target_branch: v1.5.0


Grammar error?

The script tells me
NOTE: At this point, this script has been confirmed to work only on Ubuntu variants.

while the readme.md tells me
May work on other distributions but that has not been tested.

So I am wondering if the note in the script should actually say this script has only been confirmed to work on Ubuntu variants. which means something entirely different that the current text. If you did not notice it, I moved the word only and the meaning now means its only been tested on Ubuntu variants, while the previous meaning means that its been tested to only work on Ubuntu variants.
I am only opening this Issue because its good to be clear in meaning.

Good point. Thanks!

Fixed in dev branch.


SimpleCommunication Example is broken on 1709

We tried to run the sample on two entirely different machines with VS2017 community, and while it was working on 1703, the 1709 update might have introduced some changes in the Mediacapture initialisation.
I crashes around line 200 in CaptureDevice.cs, inbetween
                var mfExtension = await mediaSink.InitializeAsync(encodingProfile.Audio, encodingProfile.Video);
                await mediaCapture.StartRecordToCustomSinkAsync(encodingProfile, mfExtension);

It seems to occasionally work, but ONLY if I have a breakpoint inbetween those calls waiting for 5 seconds or more. As far as I was able to reproduce, this is what happens:
************Trace & dump config file path is: 'C:\Users\arth\AppData\Local\Packages\microsoft.sdksamples.simplecommunication.cs_8wekyb3d8bbwe\AC\AMDh264Encoder.cfg'************
2017-11-15 13:33:15.672     1388 [AMFDeviceDX11Impl]   Error: ..\..\..\..\private\impl\core\src\DeviceDX11Impl.cpp(694):InitDX11() failed to create HW DX11 device
2017-11-15 13:33:15.672     1388 [AMFDeviceDX11Impl]   Error: ..\..\..\..\private\impl\core\src\DeviceDX11Impl.cpp(705):InitDX11() failed to create SW DX11.1 device
2017-11-15 13:33:15.672     1388 [AMFDeviceDX11Impl]   Error: ..\..\..\..\private\impl\core\src\DeviceDX11Impl.cpp(711):InitDX11() failed to create SW DX11 device
2017-11-15 13:33:15.672     1388 [AMFDeviceDX11Impl]   Error: ..\..\..\..\private\impl\core\src\DeviceDX11Impl.cpp(713):COM failed, HR = 80070057:InitDX11() failed to create DX11 device
2017-11-15 13:33:15.672     1388 [AMFEncoderVCE]   Error: ..\..\..\..\private\impl\components\EncoderVCE\EncoderVCEImpl.cpp(937):Assertion failed:InitAveService() Failed to get the Direct3D11Device!
2017-11-15 13:33:15.672     1388 [AMFEncoderVCE]   Error: ..\..\..\..\private\impl\components\EncoderVCE\EncoderVCEImpl.cpp(621):AMF_ERROR 13 : AMF_NOT_INITIALIZED: Prepare() - Failed to init the AVE service
2017-11-15 13:33:15.672     1388 [MFTEncoderEngine]   Error: ..\..\..\..\private\impl\mft\vceencoder\EncoderEngine.cpp(224):AMFEncoderEngine::OnCreateComponent(0) - Failed to create encoder: AMF_RESULT(AMF_NOT_INITIALIZED)
2017-11-15 13:33:15.672     1388 [OutputProtectionManager]   Error: ..\..\..\..\private\impl\mft\mft-framework\MFTMerits.cpp(573):StartInitializationDX11() - D3D11CreateDevice failed with HRESULT(0x887A0004)
'SimpleCommunication.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxva2.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
'SimpleCommunication.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
'SimpleCommunication.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'
'SimpleCommunication.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
'SimpleCommunication.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ResourcePolicyClient.dll'
Unhandled exception at 0x674CB180 (vm3dum.dll) in SimpleCommunication.exe: 0xC0000005: Access violation

Probably I should add that the first tests were running on VMWare Windows. VS-build was 15.4.3
Now I tested it on native and it seems to work properly, although it still behaves strangely... we built an app based on the insights from simplecommunication, and that one mostly reports that the there is an invalid state and that "the device" is not available in it's current state

Thx a lot.
So this one seems to be related to Windows running in VMWare and DX surfaces basically. But there is also another weird issue with the MediaCapture both natively and as VM. We previously initialised the MediaCapture with a standard MP4 Encoding Profile to later stream both, Audio and Video.
While this was working flawlessly with our application in 1703, in 1709 it just stopped. We now figured out that we can just create video or audio. It's super weird because the samples all work the same way. However, putting the same sample code into our own app, the following happens (we don't have any preview running).
We use a simple MP4 Encoding Profile (without any changes), and now in 1709, unless we set profile.Audio = null; the camera/mic are not initialised at all and the system returns something like "invalid in it's current state". So Audio has to be off, and if it is off, video can be streamed without errors.
Now, as Audio seems to be a problem, if we create an M4A Encoding Profile instead (again without any changes). As a result Audio alone is streamed perfectly, but there's no Video, so Audio is obviously also working by itself.
Now I wonder what internally happens here. i will further investigate...

@belveder79 can you try recording a video with the camera app and let me know if the resulting recording has audio?

@TrevorDev yes, actually that works. Also the SimpleCommunication video chat between two pcs works properly.

This appears to be an issue not with the sample but with VMWare.


showing different number of star in velocity and default theme for same rating

Bug report
Title
showing different number of star in velocity and default theme
Preconditions
1. framework Version. Master

Expected result
https://prnt.sc/tr5sq1 - source amazon.com
Actual result
https://prnt.sc/tr5mur- showing 3 star
https://prnt.sc/tr5nih -showing 4 star for same rating

Fixed


[MM-57781] Limit group calls to DMs only on unlicensed servers

Summary
PR implements the upcoming (breaking) packaging changes scheduled for Mattermost v10 and Calls v1.0.
Starting in those versions, the calling functionality will be limited to DMs only if the server doesn't have a valid paid license.
Implementation wise, we simply hide the Join/Start call buttons. The functionality is ultimately controlled by the GroupCallsAllowed server-side flag.
The new changes are backward compatible with previous servers/plugin versions where functionality is unaltered.
Older mobile apps against new servers, however, will still show the start/join button but fail to join. To make this case a little easier on the user, we implemented an ephemeral message (see second screenshot below).
Parent PR
https://github.com/mattermost/mattermost-plugin-calls/pull/809
Ticket Link
https://mattermost.atlassian.net/browse/MM-57781
Screenshots
Slash command error

Ephemeral message on older mobile apps

Release Note
Calls: starting in Mattermost v10 and Calls plugin v1.0 calls functionality will be available in DMs only if running an unlicensed server.

@DHaussermann On this side we should ensure that:

Enterprise or Professional: no changes.
Everything else: calls are available in DMs only.

Some notes on compatibility:

If running against the matching plugin PR, the button to join should not be available. Slash commands should also error.
If running against a previous plugin release. No changes, calls should still be available in all channels.
If running a previous mobile build (i.e. not this PR), against the plugin PR with the packaging changes, the button to join will still show, but the call should fail to start. In this case an ephemeral message is sent in the channel to give a bit of extra context.

Cherry pick is scheduled.


FR: Vertical display view for the view list.

What would you like to be added?
Add a vertical display view for the view list.
Why is this needed?
When there many view options in list to be displayed in a narrow horizontal window, the view list cannot be displayed intuitively.

If you mean moving the note titles to the top and the frontmatter items to the left, I'd love that as well.

I would love this feature as well! I have table views with lots of fields and displaying them vertically would be very helpful.


Vulkan Mobile: 3D rendering is black on Android (only 2D rendering is visible)

Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.

Godot version
4.0-rc2
System information
Android 10 armeabi-v7a, Samsung SM-M105M, GPU Mali-T830 MP1, Vulkan
Issue description
I get a black screen for anything 3D in the scene in the given device.
This is how it's supposed to look (screenshot from another device)

This is how it looks in the device

Notice the 2D elements rendering fine, it's only the 3D stuff missing.
Using gl_compatibility as a renderer works, it's just an issue with Vulkan.
I understand the GPU should support vulkan just fine.
Relevant logcat: render-test-logcat.txt
Steps to reproduce
Exporting and installing the reproduction project in a device with this characteristics is enough.
Minimal reproduction project
The project comes with what logcat had for a simple run.
RenderTest.zip
Devices and GPUs this can be reproduced on:

Samsung SM-M105M, GPU Mali-T830 MP1
Samsung SM-A045M, GPU PowerVR GE8320 MP2
Samsung Galaxy A01, Adreno 505

This is very interesting. I am looking at the Vulkan capabilities of another similar device (also with a Mali - T830) and it appears it should have everything you need to run the Vulkan renderer (including 3D). https://vulkan.gpuinfo.org/displayreport.php?id=16133#device. So there must be a feature or extension that we are relying on without realizing it.
How comfortable are you with debugging? Would you be comfortable using a tool like Renderdoc or the Android GPU Inspector to take a deeper look?
CC @BastiaanOlij

Never done that before, but sure, let's take a look. I'll try with Android GPU Inspector. What should I look for?

Never done that before, but sure, let's take a look. I'll try with Android GPU Inspector. What should I look for?

You'll want to use the tool to capture a frame (one of two options when you open the tool if i remember correctly). This will bring you to the frame profiler https://developer.android.com/agi/frame-trace/frame-profiler
In the frame profiler there is a commands pane which lists all the Vulkan commands that have been sent to the GPU. Basically I want to see if there are Vulkan commands issued for the cube and sky
A command will looks something like this: (taken from the AGI website)

This will help us narrow down whether the issue is with our use of Vulkan (the command doesn't get sent). Or if something is going wrong during rendering (the command is sent, but it results in nothing being drawn).

Well, I tried with Android GPU Inspector, the device isn't supported. Also tried with RenderDoc, looks like I've run into a bug. I can capture a frame, but can't open it to examine the commands. Works as expected with my other device, so I'm filing a bug report to RenderDoc itself 🙃
Any other tool I can use to get the commands?

Well, I tried with Android GPU Inspector, the device isn't supported. Also tried with RenderDoc, looks like I've run into a bug. I can capture a frame, but can't open it to examine the commands. Works as expected with my other device, so I'm filing a bug report to RenderDoc itself upside_down_face
Any other tool I can use to get the commands?

There is also ARM Graphics Analyzer, which may be better support as you have a Mali device but I have no experience with it https://developer.arm.com/Tools and Software/Graphics Analyzer

Meanwhile, the mantainer of RenderDoc dropped me something interesting about the failure to open the capture.

This capture contains invalid use of Vulkan. There is a renderpass being created with one color attachment where the VkAttachmentReference contains a value of attachment =<PHONE_NUMBER> which is not a valid value. This causes an invalid index and then a crash while loading which leads to the disconnect.

I will update if I have any luck with Graphics Analyzer.

@josefalanga No need to investigate further. That information is enough to tell me where the issue is coming from. From Baldurk's response it sounds like something is broken either in creating the RenderPass attachment or perhaps even in creating the Framebuffer.
At any rate, it gives us a direction to look. I don't think Graphics Analyzer will help us narrow things down any further.
CC @BastiaanOlij

@clayjohn  Interesting, to me my immediate thought goes to the work we did to add backwards compatibility support if RenderPass2 isn't available. Maybe there is something wrong in that code path when it sets up the alternative structure?
I'm not sure how best we can test that

I'm available to test/debug any build you send.

Found another device that reproduces the issue. Samsung SM-A045M with GPU PowerVR GE8320 MP2, that also supposedly supports vulkan.

Adreno 505 looks like has problems too. Another Samsung, this time the Galaxy A01 runs into the same issue. I'm editing the original post to include a list of GPUs to test this.

Same problems found on Adreno 660; T_T

I also have this issue on the Leia Lume Pad 2 (Adreno 660)
https://support.leiainc.com/lume-pad-2/device/technical-specs

Also having this issue on Samsung Galaxy Tab A7 Lite.
This one really threw me for a loop.

It's now working for me fine on the Godot 4.1 dev 2 build. Adreno 660.

Same issue here on Samsung Galaxy A03s (Samsung SM-A037F, PowerVR Rogue GE8320), Godot 4.0.2.
Not working with Godot 4.1 dev 2 as well, just to confirm.

I found something interesting. The rendering works if you disable anti-aliasing. At least on the Adreno 660.

Maybe related? #77451

Hmm - if the finding above turns out to be the key, then mobile Godot should disable antialiasing by default.

This is also true on my Zenfone 8 (Adreno 660 as well), rendering works again after disabling MSAA. Activating FXAA or TAA doesn't break rendering, although I believe they might not be properly supported on mobile.

This is also true on my Zenfone 8 (Adreno 660 as well), rendering works again after disabling MSAA. Activating FXAA or TAA doesn't break rendering, although I believe they might not be properly supported on mobile.

If this only occurs with MSAA enabled, this is a separate issue: https://github.com/godotengine/godot/issues/67204

The original happens with MSAA disabled. I haven't tried any 4.1 builds, there should be a fix there?

Its doubtful that this will be fixed in 4.1. On a related note, Bastiaan and I are still working on getting phones with these specs to test on which will allow us to debug further in case no one else steps up to do it.

I'm up to help with the debugging. I can clone your forks, compile the engine, build locally and test/run renderdoc until we hit the nail. I lack the technical knowledge to actually code the solution, I don't have any rendering experience and looks like a very hard topic, I don't even know where to begin to look at to start a PR for this 😅
I know it's a bummer not having the devices yourselves, slows down the process a lot, but that's something I can help on.

@clayjohn Interesting, to me my immediate thought goes to the work we did to add backwards compatibility support if RenderPass2 isn't available. Maybe there is something wrong in that code path when it sets up the alternative structure?
I'm not sure how best we can test that

Are you talking about this section of rendering_device_vulkan.cpp?
	if ((p_view_count > 1) && !context->supports_renderpass2()) {
		// This is only required when using vkCreateRenderPass, we add it if vkCreateRenderPass2KHR is not supported
		// resulting this in being passed to our vkCreateRenderPass fallback.

		// Set view masks for each subpass.
		for (uint32_t i = 0; i < subpasses.size(); i++) {
			view_masks.push_back(view_mask);
		}

		render_pass_multiview_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO;
		render_pass_multiview_create_info.pNext = nullptr;
		render_pass_multiview_create_info.subpassCount = subpasses.size();
		render_pass_multiview_create_info.pViewMasks = view_masks.ptr();
		render_pass_multiview_create_info.dependencyCount = 0;
		render_pass_multiview_create_info.pViewOffsets = nullptr;
		render_pass_multiview_create_info.correlationMaskCount = 1;
		render_pass_multiview_create_info.pCorrelationMasks = &correlation_mask;

		render_pass_create_info.pNext = &render_pass_multiview_create_info;
	}

If so, I might try (and probably fail) to fix this issue :D
I can do some trial & error pretty fast with the device in hand, point me to any relevant section where I should try stuff.

This section contains the fallback for vkCreateRenderpass:
https://github.com/godotengine/godot/blob/0c2144da908a8223e188d27ed1d31d8248056c78/drivers/vulkan/vulkan_context.cpp#L81-L168

Ok. picture me very confused and surprised, but this now works just fine in the original device I reported (GPU Mali-T830 MP1) with Vulkan. Without any changes to my project.
I tested new builds with 4.1, 4.0, and the old build I did with 4.0 that led to this report, and it.. just works?.
As said in the above comments, something with the device itself changed, but I also haven't updated it in any form or way. It was powered off in a drawer all this time.
I might run RenderDoc again later, to see if I can open the capture now, and will further comment this issue if I find anything worthy of mention. Also I'll try to get the other two devices I tested this to run again.
My issue looks like is now solved, but I'm now wondering WHY this happened in the first place, and how I can prevent it from happening again.

Old builds are still broken with the PowerVR GE8320 MP2.
Will edit this comment with further information to avoid spamming the issue a lot.

Still not get fixed in oppo a57,
Even after disabled msaa
4.1.1 stable

Same behavior on my OnePlus.
Complete black screen, on all modes; mobile, compatibility,...

testing on a Samsung Galaxy A12 work on gl_compatibility.

With Black Screen
09-30 18:20:39.119  1287 18640 W ziparchive: Unable to open '/data/app/~~lRHyV6CYGDuvZYxcTPXycQ==/org.godotengine.client-bDFcm55xYDH1V8nQdIjbfQ==/base.dm': No such file or directory 09-30 18:20:39.123  1287 18640 I PackageDexOptimizer: Running dexopt (dexoptNeeded=1) on: /data/app/~~lRHyV6CYGDuvZYxcTPXycQ==/org.godotengine.client-bDFcm55xYDH1V8nQdIjbfQ==/base.apk pkg=org.godotengine.client isa=arm64 dexoptFlags=boot_complete,debuggable,public,enable_hidden_api_checks targetFilter=verify oatDir=null classLoaderContext=PCL[]{} async=false 09-30 18:20:39.330  1117  1117 I dex2oat32: /apex/com.android.art/bin/dex2oat32 --input-vdex-fd=-1 --output-vdex-fd=10 --classpath-dir=/data/app/~~lRHyV6CYGDuvZYxcTPXycQ==/org.godotengine.client-bDFcm55xYDH1V8nQdIjbfQ== --class-loader-context=PCL[]{} --compiler-filter=verify --compilation-reason=adcp --max-image-block-size=524288 --resolve-startup-const-strings=true --debuggable --generate-mini-debug-info -j6 09-30 18:20:47.217   711   711 D SurfaceFlinger:      DEVICE | 0xb400007dfa295aa0 | 0102 | RGBA_8888    |    0.0    0.0 1600.0  720.0 |    0    0  720 1600 | SurfaceView - org.godotengine.client[...]dot.game.GodotApp@d74968c@0(BLAST)#0 09-30 18:20:48.218   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=60.03 dur=1016.23 max=20.53 min=10.48 09-30 18:20:49.235   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=59.97 dur=1017.21 max=17.37 min=15.55 09-30 18:20:50.250   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=60.08 dur=1015.26 max=17.72 min=15.14 09-30 18:20:51.267   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=60.02 dur=1016.37 max=17.87 min=15.52 09-30 18:20:54.231   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=4.39 dur=2964.04 max=2764.90 min=15.87 09-30 18:20:55.778   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.29 dur=1547.61 max=1531.70 min=15.91 09-30 18:20:56.862   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.92 dur=1083.46 max=1083.46 min=1083.46 09-30 18:20:58.277   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1415.67 max=1415.67 min=1415.67 09-30 18:20:59.694   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1416.14 max=1416.14 min=1416.14 09-30 18:21:01.459   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.70 dur=1765.09 max=1049.05 min=33.17 09-30 18:21:03.907   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.82 dur=2448.36 max=1765.61 min=682.75 09-30 18:21:05.306   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1398.88 max=1398.88 min=1398.88 09-30 18:21:06.689   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.45 dur=1382.97 max=699.95 min=683.02 09-30 18:21:07.838   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.74 dur=1149.00 max=1132.99 min=16.00 09-30 18:21:09.287   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.38 dur=1448.72 max=765.93 min=682.79 09-30 18:21:10.106  1287  1322 D WindowManager: rotationForOrientation, orientationSource=ActivityRecord{5174204 u0 org.godotengine.client/com.godot.game.GodotApp t688} 09-30 18:21:11.052   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.57 dur=1764.98 max=1764.98 min=1764.98 09-30 18:21:11.722  1287  1322 D WindowManager: rotationForOrientation, orientationSource=ActivityRecord{5174204 u0 org.godotengine.client/com.godot.game.GodotApp t688} 09-30 18:21:13.500   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.82 dur=2448.32 max=1765.12 min=683.20 09-30 18:21:14.916   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1415.90 max=1415.90 min=1415.90 09-30 18:21:16.631   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.58 dur=1715.42 max=1715.42 min=1715.42 09-30 18:21:18.380   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.57 dur=1748.60 max=1748.60 min=1748.60 09-30 18:21:19.429   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.95 dur=1049.38 max=1049.38 min=1049.38 09-30 18:21:20.828   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1399.19 max=1399.19 min=1399.19 09-30 18:21:23.226   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.83 dur=2398.09 max=1398.60 min=999.49 09-30 18:21:25.325   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.95 dur=2098.72 max=1416.08 min=682.64 09-30 18:21:27.040   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.58 dur=1715.27 max=1715.27 min=1715.27 09-30 18:21:28.757   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.17 dur=1716.10 max=1032.86 min=683.23 09-30 18:21:30.905   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.47 dur=2148.65 max=2148.65 min=2148.65 09-30 18:21:32.304   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.72 dur=1398.58 max=1398.58 min=1398.58 09-30 18:21:34.019   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.17 dur=1715.11 max=1032.35 min=682.75 09-30 18:21:35.434   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1415.37 max=1415.37 min=1415.37 09-30 18:21:37.166   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.15 dur=1732.18 max=1265.73 min=466.45 09-30 18:21:38.583   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1416.04 max=1416.04 min=1416.04 09-30 18:21:41.031   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.82 dur=2448.52 max=1766.03 min=682.49 09-30 18:21:42.513   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=1.35 dur=1482.13 max=999.08 min=483.05 09-30 18:21:43.929   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dd5aed948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=0.71 dur=1415.73 max=1415.73 min=14
With Gl_compatibility working
09-30 18:25:32.204  1287 18640 I PkgPredictorService-IpmAdcpController:  start a thread to run dex2oat task for pkg:org.godotengine.client 09-30 18:25:32.206  1287 18640 W ziparchive: Unable to open '/data/app/~~nJgLvNx8rbqv9Iv3PgcMXw==/org.godotengine.client-e9QVyqzaVTX42K_fonijLQ==/base.dm': No such file or directory 09-30 18:25:32.208  1287 18640 I PackageDexOptimizer: Running dexopt (dexoptNeeded=1) on: /data/app/~~nJgLvNx8rbqv9Iv3PgcMXw==/org.godotengine.client-e9QVyqzaVTX42K_fonijLQ==/base.apk pkg=org.godotengine.client isa=arm64 dexoptFlags=boot_complete,debuggable,public,enable_hidden_api_checks targetFilter=verify oatDir=null classLoaderContext=PCL[]{} async=false 09-30 18:25:32.428  3215  3215 I dex2oat32: /apex/com.android.art/bin/dex2oat32 --input-vdex-fd=-1 --output-vdex-fd=10 --classpath-dir=/data/app/~~nJgLvNx8rbqv9Iv3PgcMXw==/org.godotengine.client-e9QVyqzaVTX42K_fonijLQ== --class-loader-context=PCL[]{} --compiler-filter=verify --compilation-reason=adcp --max-image-block-size=524288 --resolve-startup-const-strings=true --debuggable --generate-mini-debug-info -j6 09-30 18:25:32.740   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=40.68 dur=1032.48 max=34.16 min=16.06 09-30 18:25:33.773   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.63 dur=1032.87 max=33.69 min=16.38 09-30 18:25:34.756  1287  2717 D PkgPredictorService-IpmNapPreloadController: app:0_&_com.android.chrome die, remove from <launchTime:2023-09-30 18:25:24 hour:18 day:7 previous:[org.godotengine.client, org.godotengine.client, org.godotengine.client] running:org.godotengine.client/com.godot.game.GodotApp apkVersion:1.0 userId:0 screenOrientation:2 wifi:3 bt:12 predictTime:2 launching Time:10050 predicted:true prediction:[0_&_com.android.chrome, 0_&_com.android.settings, 0_&_org.godotengine.client] preloaded:false preloading:[0_&_com.android.chrome, 0_&_com.android.settings]> 09-30 18:25:34.789   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.33 dur=1016.25 max=33.94 min=15.87 09-30 18:25:35.822   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.65 dur=1032.32 max=33.80 min=15.98 09-30 18:25:36.837   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.34 dur=1015.85 max=34.36 min=15.89 09-30 18:25:37.870   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.64 dur=1032.75 max=33.70 min=16.00 09-30 18:25:38.886   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.36 dur=1015.53 max=34.02 min=15.98 09-30 18:25:39.918   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.64 dur=1032.68 max=34.27 min=15.74 09-30 18:25:40.935   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.33 dur=1016.21 max=33.87 min=16.13 09-30 18:25:41.951   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.33 dur=1016.16 max=33.96 min=16.06 09-30 18:25:42.983   711   711 I BufferQueueProducer: [SurfaceView - org.godotengine.client/com.godot.game.GodotApp@d74968c@0(BLAST)#0](this:0xb400007dda2b6948,id:-1,api:0,p:-1,c:711) queueBuffer: fps=41.66 dur=1032.28 max=33.84 min=16.

try Godot 4.2 beta 3 , it may have been fixed .

You'll want to use the tool to capture a frame (one of two options when you open the tool if i remember correctly). This will bring you to the frame profiler https://developer.android.com/agi/frame-trace/frame-profiler

AGI supported devices: https://developer.android.com/agi/supported-devices
I own a Pixel 4a.  When I checked the issue with mesh buffers / HOST_COHERENT_BIT a few weeks ago, I was able to run the AGI demo and 'frame profiler'. But with Godot apps it didn't work, I think there are conflicts with the 'VMA' lib.  The Godot app crashed too early, the AGI app could not collect data.

my tests: RenderTest.zip

v4.2.rc1.official [ad72de508]
not reproducible on Pixel 4a and Samsung Tab S7 (SM-T870)
but 3d/lights_and_shadows demo, this project does not work (UI visible, background is black.)

screenshot

Hello, I have the same problem.

Device:  Google Pixel 8.
Godot version: v4.2.1 (lastest at today)
renderer: Mobile
devolp in  Ubuntu 22.04

I don't know if it will be useful, but it not happen if remove  the WorldEnvironment node from the scene. The problem of not rendering occurs only when using an environment resource, either through a WorldEnvironment node, or using a default one from the file system.
I tested this problem with a demo project almost empty,  with only the 3D scene with WorldEnviroment ON and other with WorldEnviroment OFF.

MSAA disabe
only using primitives

WorldEnviroment OFF:

WorldEnviroment ON:

https://godotengine.org/article/dev-snapshot-godot-4-3-dev-1/
@AlexAnder1946 Can you also test this version?
MSAA problems  have probably already been fixed.
https://github.com/godotengine/godot/pull/84169

https://godotengine.org/article/dev-snapshot-godot-4-3-dev-1/ @AlexAnder1946 Can you also test this version?
MSAA problems have probably already been fixed. #84169

same result with version with Godot 4.3-dev1.
WorldEnviroment ON -> not rendering 3D
WorldEnviroment OFF -> rendering normaly

I have tried your test project, no errors on a Samsung Tab S7.
No MSAA problem, v4.2.1.stable.official [b09f793f5]
Could you reset the 'WorldEnvironment' configuration, will it work then? (without glow, etc.)
Screenshot

Set tonemap_mode
Set glow_enabled
Set sky
Set background_mode

It's unusual for a modern smartphone like the Pixel 8 to have problems with this.
Comparing report on vulkan.gpuinfo.org

Could you reset the 'WorldEnvironment' configuration, will it work then? (without glow, etc.)
Screenshot
reset tonemap_mode
reset glow_enabled
reset sky
reset background_mode

Works with Glow/glow_enable set to false in the WorldEnviroment resources.

Tonemap: ✅
SSR:  ✅
SSIL:  ✅
Fog: ✅
Glow: ❌
Adjustment:  ✅

I dont why google Pixel dont support that 🤷
sorry for the delay

Could you reset the 'WorldEnvironment' configuration, will it work then? (without glow, etc.)
Screenshot
reset tonemap_mode
reset glow_enabled
reset sky
reset background_mode

Works with Glow/glow_enable set to false in the WorldEnviroment resources.
* Tonemap: ✅

* SSR:  ✅

* SSIL:  ✅

* Fog: ✅

* **Glow**: ❌

* Adjustment:  ✅

I dont why google Pixel dont support that 🤷
sorry for the delay

I just reported the same thing!
https://github.com/godotengine/godot/issues/86621

after one year still not fixed this major bug

still nothing changed

Worsen experience with godot

@TomerconDevelopers Please stop bumping the issue without contributing new information, or you may be blocked from participating in this repository.

Hello, have you found a solution to support vulkan?
Observation:
When you turn on shadows in the light settings. There is no light at all, except for the meizu 15 lite device, the application crashes without messages. And Huawei p40 lite devices, the image is displayed correctly and there are shadows.

When shadows are disabled, the application works correctly, with the exception of meizu 15 lite, the application displays a completely gray screen.

system used
Godot Engine v4.2.2.stable.official.15073afe3
Vulkan API 1.3.260 - Forward Mobile - Using Vulkan AMD - Radeon RX 580 Series
Tested devices:
Meizu 15 lite
qualcomm snapdragon 626
adreno 506
vulkan API 1.0
huawei p40 lite
HiSilicon Kirin 810
Mali-G52 MP6
vulkan 1.0
bluestack 5.13.215
device profiler samsung galaxy s20 ultra
android 9.0
graphics rendering vulkan
android studio 2023.3.1
android emulator device (AVD) 34.2.13
google pixel API 31 Android 12

Devices that only have Vulkan 1.0 support generally have broken Vulkan support. I recommend using the Compatibility rendering method instead.

Let's say you're right and the manufacturers' statement about Vulcan support may be a lie, but this does not explain the behavior of the emulators
In addition, Vulkan has important features to support baked lighting, which is not available in compatibility mode, and this greatly affects the appearance of the application and its performance.

@josefalanga: Can you still reproduce it on your devices? Please use Godot 4.3 Beta 1 and custom template (see screenshots)
debug-3.1-beta1.glsl_fix.apk
Zipfile, 50 MB Download on Google Drive (Master Branch + PR https://github.com/godotengine/godot/pull/92817)
screenshots

Sorry for the delay. I have no access to these devices anymore. Most just broke, got stolen or were replaced. My own device doesn't reproduce this anymore either.


Synchronization

Expected behaviour
automatically synchronization
Actual behaviour
I use the K-9 Mail App on my Samsung Note 5. All settings are correct. I can send and receive mails.
The synchronization is set to 15 minutes. But every night the synchronization is automatically disabled again. I can´t say exactly, from what time but when I wake up every morning, I see this issue. Then I have to enable the synchronization manually.
Steps to reproduce

Environment
K-9 Mail version: 5.008
Android version: 6.0.1 (Samsung Note 5)
Account type (IMAP, POP3, WebDAV/Exchange): IMAP

Caused by Doze. See #998, #857, et al.


Moving to side for button release can trigger other buttons

Issue moved to leapmotion/UnityModulesInternal #2 via ZenHub


Manual Quickstart on CentOS 8 fails bringing up rke-network-plugin-deploy-job

I'm following https://rancher.com/docs/rancher/v2.x/en/quick-start-guide/deployment/quickstart-manual-setup/ on a single CentOS 8 host to bring up a cluster on that single node.
What kind of request is this (question/bug/enhancement/feature request): bug
Steps to reproduce (least amount of steps as possible):

curl https://download.docker.com/linux/centos/docker-ce.repo > /etc/yum.repos.d/docker-ce.repo
yum install --nobest docker-ce (docker repo has a broken dependency in the latest version, maybe https://github.com/docker/for-linux/issues/901 )
sudo docker run -d --restart=unless-stopped -p 3380:80 -p 33443:443 rancher/rancher (use different ports for management, in case the cluster needs those)
get up the webinterface, create a custom cluster with default settings, add all three roles to the new node config, copy that command:
sudo docker run -d --privileged --restart=unless-stopped --net=host -v /etc/kubernetes:/etc/kubernetes -v /var/run:/var/run rancher/rancher-agent:v2.3.5 --server https://myhost.myfqdn:33443 --token TOKEN --ca-checksum CACHCK --etcd --controlplane --worker

Result:
After some minutes of setup, the GUI stops changing with the error message:

This cluster is currently Provisioning; areas that interact directly with it will not be available until the API is ready.
Failed to get job complete status for job rke-network-plugin-deploy-job in namespace kube-system

Environment information

Rancher version (rancher/rancher/rancher/server image tag or shown bottom left in the UI):
Installation option (single install/HA):

Cluster information

Cluster type (Hosted/Infrastructure Provider/Custom/Imported): Custom

Machine type (cloud/VM/metal) and specifications (CPU/memory): VM, 2vCPU,2GB RAM

Kubernetes version (use kubectl version):

Docker version (use docker version):

Client: Docker Engine - Community
 Version:           19.03.8
 API version:       1.39 (downgraded from 1.40)
 Go version:        go1.12.17
 Git commit:        afacb8b
 Built:             Wed Mar 11 01:27:04 2020
 OS/Arch:           linux/amd64
 Experimental:      false

Server: Docker Engine - Community
 Engine:
  Version:          18.09.1
  API version:      1.39 (minimum version 1.12)
  Go version:       go1.10.6
  Git commit:       4c52b90
  Built:            Wed Jan  9 19:06:30 2019
  OS/Arch:          linux/amd64
  Experimental:     false

Maybe relevant are the following snippets from docker logs kubelet:
W0325 22:09:42.954132   19390 cni.go:237] Unable to update cni config: no networks found in /etc/cni/net.d
W0325 22:09:42.960215   19390 cni.go:237] Unable to update cni config: no networks found in /etc/cni/net.d
I0325 22:09:42.960281   19390 plugins.go:166] Loaded network plugin "cni"
I0325 22:09:42.960357   19390 docker_service.go:255] Docker cri networking managed by cni
W0325 22:09:42.960411   19390 cni.go:237] Unable to update cni config: no networks found in /etc/cni/net.d
...
I0325 22:09:45.067543   19390 kubelet_network.go:77] Setting Pod CIDR:  -> <IP_ADDRESS>/24
E0325 22:09:45.068784   19390 kubelet.go:2183] Container runtime network not ready: NetworkReady=false reason:NetworkPluginNotReady message:docker: network plugin is not ready: cni config uninitialized
W0325 22:09:47.960619   19390 cni.go:237] Unable to update cni config: no networks found in /etc/cni/net.d
E0325 22:09:48.317091   19390 kubelet.go:2183] Container runtime network not ready: NetworkReady=false reason:NetworkPluginNotReady message:docker: network plugin is not ready: cni config uninitialized
W0325 22:09:52.960787   19390 cni.go:237] Unable to update cni config: no networks found in /etc/cni/net.d
I0325 22:09:53.298229   19390 kubelet.go:1906] SyncLoop (ADD, "api"): "rke-network-plugin-deploy-job-25gqq_kube-system(15571da1-b83c-4619-a186-692d03551fb6)"

I can of course provide more logs if you tell me which ones.
Probably related: #19713

Maybe also related: https://github.com/rancher/rancher/issues/23045

This has not been tested, the mentioned ticket (https://github.com/rancher/rancher/issues/23045) is to make sure this is going to work. The steps in this comment were used to have a working setup (https://github.com/rancher/rancher/issues/23045#issuecomment-584755309) but still, that issue will be closed as soon as the OS is validated in the way that we want.


(METAMODEL-1226) Metadata for numeric data types does not include num…

https://issues.apache.org/jira/browse/METAMODEL-1226

All my comments have been addressed. @kaspersorensen Can you give it a second look, so that if you approve too, we can merge it?

That's a strange build failure. Is there a way to retrigger it and try again?

@tkingsbury42 The easiest way to trigger the build is by pushing a new change. E.g. add one whitespace in a comment and then push the change.


Improve how vendor dependencies are defined

Investigate whether or not it is possible to define vendor dependencies by a regex. Currently there are some conflicts in names which lead to various issues (such as module resolution with react and redux-devtools/lib/react). Other issues, such as history needing to be in the vendor bundle are also a bit perplexing, so figure out the best solution for avoiding these issues.

Closing this redux-devtools components will soon be separated into another package.


Allow orphan plugins when registered with a plugin enhancer

This is useful in situations where the default value on a token
does not provide plugin functionality (ex: middleware) but an
enhancer wishes to add this functionality.

!merge


Adding the codejam 2016 solutions

Mchn, hama file ekakatama me license header eka dapan.
/*

Copyright  Hackers' Club, University Of Peradeniya
Author :

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

*/

Added the licence header.

You E Number should be corrected...


Add IsRequired to Inputs for basic validation

Implementation status

[ ] .NET
[ ] Android
[ ] iOS
[ ] JavaScript
[ ] UWP
[ ] Documentation

Problem
Right now, users can submit a response with text boxes and other inputs that are completely empty. It'd be helpful if we at least added a property that makes an input required.
This probably should be linked to the action somehow, since there might be some actions on the card that require no inputs, while another action on the same card requires all inputs.
Asks

Author - pritambaldota
Author - thirteenflt

Research

Telerik - Doing Form Validation Right In Mobile Applications

Ideally only validate one field at a time with an error at the top to not overwhelm users
If can't do that, use contextual validation errors
Do NOT disable the button till required inputs are entered

Form validation best practices

Display contextually

On wide screens, to the right of the input is ideal
On narrow screens, below the input is ideal (no space to the right)

Display at the right time

Right after the user submits the information
Ideally instant validation (after they move to the next text field) is best
Instant validation that always has a green checkmark can be counter-intuitive for things like entering your name: "What is this green tick telling me, I know my own name?!"

Use the right color (red for problems, green for success)
Use clear language (have a conversation with the user)

UX form validation

Solution
Add a requiredInputs property on Action elements.
Schema
New property on Action

Property
Type
Required
Description

requiredInputs
string[]
false
Specifies which inputs are required. If values are missing from those inputs when clicking this action, validation errors will be displayed and the action won't be performed.

OPEN QUESTION: Should we also allow authors to provide custom text for the validation error? Maybe that's a vNext feature? Or maybe we do it now? It probably shouldn't be required for authors to provide that text though, there's something nice about not needing to provide that text.
Example
{
  "type": "AdaptiveCard",
  "version": "1.0",
  "body": [
    {
      "type": "TextBlock",
      "text": "Please confirm your username"
    },
    {
      "type": "Input.Text",
      "id": "username",
      "placeholder": "Username"
    }
  ],
  "actions": [
    {
      "type": "Action.Submit",
      "title": "Confirm",
      "data": "action=confirm",
      "requiredInputs": [
        "username"
      ]
    },
    {
      "type": "Action.Submit",
      "title": "Cancel",
      "data": "action=cancel"
    }
  ]
}

Initial state

User clicks Confirm, we show validation errors (and trigger event to host telling host where it needs to scroll to, in case some of the invalid fields were off-screen)

User changes the input value, we remove the validation error. We'll re-validate upon button press again. So even if they type "a" and then delete it, the validation error should remain removed.

Note that we do NOT place the validation above the input, since it breaks the flow of the header text related to the input. And we can't place the validation above the header text, since inputs don't have a header property.

Other inputs

Host Config
New validation object that allows hosts to specify what required text they want. This is so that hosts can localize to the language they're running in. Plus, their app might have a different wording for validation errors, like "Value required".
{
  "fontFamily": "Segoe UI",
  "validation": {
    "requiredText": "Required"
  }
}

Down-level impact
Medium. Authors need to expect that users running down-level can still submit the card with empty inputs (most concerning for new authors who might assume that required property works, existing authors should already have that logic).
Renderer Requirements

A renderer must respect the requiredInputs property and not allow action execution until the required inputs are fulfilled.
A renderer should display the validation errors as described in this spec.
If displaying validation errors, a renderer must use the text provided in the host config. If none is specified, use "Required"

Adaptive cards are used for capturing user input as well. Without having required property on input elements, there is no meaningful way to interact with user since the card once posted and displayed cannot be modified

Detailed spec needed identifying UI behaviors and whether the authors control error text, etc, which will impact how costly this is

If it is not possible or costly to add a validation at front end, one approach I can think of is dynamically updating the adaptive card. Frontend renderer would have to assign a UID to each card. Once the submit action reaches server and server identifies some invalid fields server could post back message containing a new rendered adaptive card and the UID of card to be uodated. The front end would have the responsibility to update UI of an existing adaptive card or to render a new one. I don't know if this would be possible in channels like slack and Facebook though.

@andrewleader Just saw the schema. I am wondering why is it that the required property is on action and not on input element directly. How about this schema?
{
  "type": "AdaptiveCard",
  "version": "1.0",
  "body": [
    {
      "type": "TextBlock",
      "text": "Please confirm your username"
    },
    {
      "type": "Input.Text",
      "id": "username",
      "placeholder": "Username",
      "required": "true",
      "requiredError": "User name is required to identify you. Please provide one."
    }
  ],
  "actions": [
    {
      "type": "Action.Submit",
      "title": "Confirm",
      "data": "action=confirm"
    },
    {
      "type": "Action.Submit",
      "title": "Cancel",
      "data": "action=cancel"
    }
  ]
}

@Kartik1607 otherwise the user is unable to click Cancel without providing a username. Not all actions require the inputs. That's why it has to be specified on inputs.
We certainly could allow a custom required validation error that authors can provide, is that a requirement for your scenarios?

@andrewleader Ah! Makes sense. Custom error is  not a requirement as of now, but I can image a number of use cases. Would be a good feature to have.

Closing as dupe of #1978


Enforce best practices by requiring users to use tokens for auth

Deprecate type, user, and password in configurations, and replace user with owner for flexibility (i.e. the repo belongs to an organization instead of a user).

Closed by 9c64f15f4f876aa77c09cd4b8bd5d4a853598b73.


Default value for num_examples_per_instance

A user can use a large number to get all possibles examples. Would it be better to get all possibles examples by default when num_examples_per_instance is None , -1  or inf?

I think a user should be able to provide -i or inf to get all possible examples.
for now, let's not set a default value. the user must provide a num_examples_per_instance. this will require them to understand that this parameter exists rather than us magically selecting some value. in the future, we can always create a default value, if we change our minds


Support for returning Result<(), OpaqueType>

Currently if I try to use an empty tuple in a Result I get:
error[E0605]: non-primitive cast: `()` as `*mut c_void`
  --> ios/rust/src/lib.rs:81:1
   |
81 | #[swift_bridge::bridge]
   | ^^^^^^^^^^^^^^^^^^^^^^^ an `as` expression can only be used to convert between primitive types or to coerce to a specific trait object
   |

I'm working around it by using an empty None struct for now, but it'd be nice to convert this to a Swift function returning void.

Thanks for the report.
I'd like to change this issue to be about the particular kind of E that you are using in your Result<(), E>. (i.e. opaque type, shared struct, shared enum, primitive, etc..).
The reason is that since () does not need an FFI representation (since the type always has the same value), we can add special case optimizations for some kinds of Result<(), E>.
For example, opaque types such as type SomeType get bridged as *mut SomeType.
This *mut SomeType pointer is never null, so Result<(), SomeType> can be bridged with a single pointer*mut SomeType, where () gets encoded as a null pointer.
I'd like to implement things that people are running into in real code, vs. tracking/implementing support for all Result<(), ...> in one issue.
Just giving you some context.

Anyways, what kind of E are you using? If it's an opaque type mind changing the issue name to Support for Result<(), OpaqueType>.
From there I can write up a thorough good first issue guide so that anyone that comes across this issue and is interested can quickly add support.

Well, I've been updating my bindings to use the new Result support. At the moment I'm using Result<(), OpaqueType> - however, I'd love to use an enum when that becomes possible (https://github.com/chinedufn/swift-bridge/issues/159).
I'll update this issue to be for Result<(), OpaqueType>. This is actually something I may try to tackle & submit a PR, as using an empty struct results in a lot of let _ = ... on the Swift side.

Returning Result<(), OpaqueType> was implemented in https://github.com/chinedufn/swift-bridge/pull/180
I'll close this out. We can handle Result<(), OpaqueType> separately.
Thanks for opening and solving this!

Awesome, we needed this today! Thanks @jfaust and @chinedufn!


Compress debs and rpms with xz

This gives considerable size benefits, at a cost of slightly slower decompression. xz compression has been available in dpkg and rpm since 2009 so we shouldn't see any platforms that don't support this.

For them what can see manhattan, http://manhattan.ci.chef.co/job/chef-trigger-ad_hoc/11/

For debian packages, this drops us from 32mb to 27mb

On EL6 and EL7 the difference is about the same, however we'll need to disable this on EL5 since apparently I was premature in my "won't see any platforms that don't support this" statement.

came here to point out el5 was like 2007...  =)

April...

Just a note -- higher levels give drastically smaller artifacts, at the cost of compression time. Depending on our workflow, it might be worth considering to use higher levels for release builds, or something? (I haven't yet figured out where repackaging would fit into your pipelines...)

Update: I've started the discussion here for chef-server: https://github.com/chef/chef-server/pull/1150 -- I'd think the same thing would work for chef (and chef-dk, for that matter).


Assembly References and Build Warnings

First, great project!
When I build a very simple solution, I get build warnings.

Create an empty .Net Framework class library targeting v4.8
Use PackageReference format to reference TweetinviAPI 4.0.1
Build. You get:

warning MSB3277: Found conflicts between different versions of "System.Runtime" that could not be resolved.  These reference conflicts are listed in the build log when log verbosity is set to detailed.
warning MSB3277: Found conflicts between different versions of "System.Security.Cryptography.Primitives" that could not be resolved.  These reference conflicts are listed in the build log when log verbosity is set to detailed.

This is a conflict between many Tweetinvi.x.dll, Nitro.x.dll and .Net Framework 4.8. Often, this has no side effects, but as the project grows and when other components start to use other versions of for example System.Runtime, we start getting real problems (at runtime). So, the warnings become justified.
Additionally, in larger projects with many NuGet references, there is often a mismatch of references and versions. In our production project, we cannot get the referenced assembly versions to compile correctly, and at runtime, there is always a version mismatch.
My questions:

Can you solve the problem in the NuGet package, so that the TweetinviAPI automatically references the correct assemblies without interfering with .Net Framework 4.8 or other NuGet packages.
If not, what is the correct way to work around this and make TweetinviAPI co-exists with .Net Framework 4.8 and other NuGet packages.
Can you provide an App.Config with the necessary configuration and some instructions on how to use it.

Thanks!

Please try the latest version of Tweetinvi 4.0.2 and let me know if you still have the problem.
Thank you.

Sorry for the delayed response, I was on vacation. Yes, version 4.0.2 fixes the version related build warnings. Thank you.

Great, happy to hear about it :)


Conda environment for installing manim on Windows

Feature request
It would be nice to install manim using anaconda environment for windows. The anaconda environment file can be used to automatically install most of the external packages, e.g. cairo, ffmpeg, and other pip dependencies.
Only sox, and latex need to be installed separately.

What does it mean napsternxg? Can we install most of the dependencies within anaconda and the remaining ones apart and it istill works?


Add to Firefox's Add-ons Gallery

Similar to #8

Do you have a domain or a Addon id (per https://extensionworkshop.com/documentation/develop/extensions-and-the-add-on-id/) you would like to use? If so, you could add that to the manifest. If not, Mozilla can generate one automatically.
Also, would you like to do this? If not, I can also manage this.

If you want to add this, the process is pretty straightforward. It'll take a bit of time, but it's just filling out forms, submitting screenshots, etc.

If you want to add this, the process is pretty straightforward. It'll take a bit of time, but it's just filling out forms, submitting screenshots, etc.

@swow2015 any update on this? It'd be easier to distribute if the extension is on the AMO, and this way, we can reach more users.

Submitted and awaiting review.


after ccmake, then cmake, but png error occured, help!

cmake ../
-- Enabling boost as requested.
-- Enabling eigen as requested.
-- Enabling liblas as requested.
-- Enabling qt as requested.
-- Enabling png since needed by: python
CMake Error at CMake/ParaViewModules.cmake:163 (set_property):
set_property could not find CACHE variable ENABLE_png.  Perhaps it has not
yet been created.
Call Stack (most recent call first):
CMakeLists.txt:133 (process_dependencies)
-- Enabling python as requested.
-- Enabling pythonqt as requested.
-- Enabling paraview as requested.
-- Enabling pcap as requested.
-- Enabling veloview as requested.
-- PROJECTS_ENABLED boost;eigen;liblas;qt;png;python;pythonqt;paraview;pcap;veloview
CMake Error at CMake/ParaViewModules.cmake:188 (include):
include could not find load file:
png

Call Stack (most recent call first):
CMakeLists.txt:133 (process_dependencies)
CMake Error at /usr/local/share/cmake-2.8/Modules/ExternalProject.cmake:1151 (message):
error: no download info for 'png' -- please specify existing/non-empty
SOURCE_DIR or one of URL, CVS_REPOSITORY and CVS_MODULE, SVN_REPOSITORY,
GIT_REPOSITORY or DOWNLOAD_COMMAND
Call Stack (most recent call first):
/usr/local/share/cmake-2.8/Modules/ExternalProject.cmake:1494 (_ep_add_download_command)
CMake/PVExternalProject.cmake:147 (ExternalProject_Add)
CMake/ParaViewModules.cmake:319 (PVExternalProject_Add)
CMake/ParaViewModules.cmake:189 (add_external_project_internal)
CMakeLists.txt:133 (process_dependencies)
-- Determined Source Version : 3.5.0-6-g9eed8c9
-- Git version (3.5.0-6-g9eed8c9) differs from version in file (3.5.0) at /home/chris/veloview/veloview/Superbuild/../version.txt
-- Bundled package name will be: VeloView-3.5.0-6-g9eed8c9-20181215-Linux-64bit
-- Configuring incomplete, errors occurred!

already resovled


web socket

Hi,
There is already an ajax core-element.
I think there should be also a web socket one...

Closing this issue due to age and the release of version 1 of Polymer - please feel free to re-open if this is incorrect.


Data for Brussels is misprojected

Looks like it’s shifted a block to the north and west in both Brussels sources:

Eek!
On Wed, Dec 28, 2016 at 9:14 PM, migurski<EMAIL_ADDRESS>wrote:

Looks like it’s shifted a block to the north and west in both Brussels
sources:
[image: screen shot 2016-12-28 at 9 13 31 pm]
https://cloud.githubusercontent.com/assets/58730/21537208/9aff7110-cd42-11e6-8a68-e1c1575a1def.png
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/openaddresses/openaddresses/issues/2297, or mute the
thread
https://github.com/notifications/unsubscribe-auth/AA0EO9XKBMyRqhr7fd1oPXCoiRar5YSiks5rM0HIgaJpZM4LXWwa
.


Driving, Crashing, and Capturing

logic to control the car, slow down when barriers are hit, and the follow the car with the camera. The "environment colliders" need finished, though.

YIPPEE!!!


Smooth Operator Campaign

https://www.sentinelone.com/blog/smoothoperator-ongoing-campaign-trojanizes-3cx-software-in-software-supply-chain-attack/

https://www.mandiant.com/resources/blog/3cx-software-supply-chain-compromise


How should I prepare the dataset?

How should I prepare the dataset?

Thank you for your interest in our work! Please use the following links to download the datasets:

HAD: Zenodo - HAD
ASVS2019PS: Zenodo - ASVS2019PS
LAV-DF: GitHub - LAV-DF

After downloading, update the dataloader.py script by replacing the paths with the correct locations of the datasets.


Portal Footer: My Links Dialog Disappears Once Expanded (Not All Users)

Category

[x] Question
[ ] Bug
[ ] Enhancement

Expected or Desired Behavior
When the user selects Edit in the Portal Footer, the My Links dialog box should stay open for the user to add their own links. The box appears small and then (seems to be by design) expands to show the options available to users for adding their own links to the footer.
Observed Behavior
For most of the users, clicking on Edit within the Portal Footer makes a small rendered version of the My Links pop up to appear. After a second, instead of expanding, the box disappears and the site stays greyed out. The user then needs to refresh the site. This does not happen to the user who add the footer.
Steps to Reproduce

Provision the starter kit
Apply the custom site design to the active modern site
Have another user try to Edit and add their 'My Links'.

This may be a bug but I think I have something set up wrong. Do my users need special permissions to use the custom user profile properties I've set up for them? What may be causing this issue for them?

When you created the custom user profile property, did you make sure to give the user permission to edit the values for the property?"
I can't repro yet, but this is just a first guess.

I follow the instructions for creating a custom user profile, including checking off the box for 'Allow users to edit values for this property'. Is there anything else within the User Profile Property section, permission based, I may have missed?

Nope, there isn't anything you would need to change aside from that check box. Is this happening in all browsers?

It is and all users besides me. Interesting thing though:
When we first implemented the footer, me and my other admin were able to use this feature. We then discovered that it was not working for other users so as part of my troubleshooting, I removed the custom profile and re-created it. Now he is unable to use My Links but I can. What looks to be happening is the pop up for My Links disappears when it expands. The entire screen is grayed out as if it is there but the pop up is invisible.

Can you open up Dev Tools in Chrome (F12) and then click the quick links and see if an error pops up for your other admins?

Here is the error we get:
sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83 TypeError: Cannot read property 'length' of undefined
at e.setItems (portal-footer-application-customizer_d937b4539658b49e336100183ac9e310.js:15)
at new t (portal-footer-application-customizer_d937b4539658b49e336100183ac9e310.js:15)
at ul (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at Pi (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at Ii (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at Qa (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at Ka (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at Oo (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at Po (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)
at To (sp-pages-assembly_en-us_5c471fe29dde54003a64b536019ac3d3.js:83)

@Zerviak is error is liking being thrown in PortalFooterApplicationCustomizer.ts, or the service, SPUserProfileService.ts, either when the user profile property is being queried, or when the results are processed. Difficult to tell.
In chrome dev tools, click on the line in the error:
at e.setItems (portal-footer-application-customizer_d937b4539658b49e336100183ac9e310.js:15)
Then format the JS so you get can more context as to where this particular line is coming from in the source. Likely right after that is a call to one of the responses.
In the code, it does look to me as there is proper error handling, but when you get an error on a property not readable on an undefined object, there must be an use-case that is not being handled.

@Zerviak
Have you had any luck with this? We recently added the Portal Footer and are experiencing the same exact issue and error. Would love to know if you have figured out what the issue was. Looking forward to hearing from you and hoping you found a solution!

Looks like we still can't reproduce the issue. As this is over a year old, I am going to close this ticket. But if you have any more information to provide, please open a new support ticket! Thanks!


No data for all 4 current tabs (.ini), while others are all normal [Bug: Current]

As said in title, all 4 current tabs (.ini) do not any data while others are all normal. It starts from today and I have not changed any setting of both Rainmeter and the skin. Pretty strange.
Here is the screenshot. Left is Seven Day.ini and right is Current.ini.

OS: Windows 10 Pro 21H2 19044.1766
Rainmeter version: <IP_ADDRESS>32 (installed by scoop)

Mine is okay at night time. Same as in day time. You didn't check on log.

Thank you for your screenshot showing it could work actually then it must be some problems on my side. The error log goes as:
NOTE (21:16:33.366) SA Weather Cast\Current\Current.ini: Refreshing skin
NOTE (21:16:33.432) SA Weather Cast\Current\Current.ini: Connecting...
NOTE (21:16:33.432) SA Weather Cast\Current\Current.ini: Retrieving Current...
NOTE (21:16:38.560) SA Weather Cast\Current\Current.ini: Weather Daily Retrieved.
ERRO (21:16:39.446) SA Weather Cast\Current\Current.ini - [MeasureCurrentSunrise12H]: Invalid TimeStampFormat: %H:%S
ERRO (21:16:39.446) SA Weather Cast\Current\Current.ini - [MeasureCurrentSunset12H]: Invalid TimeStampFormat: %H:%S
ERRO (21:16:39.447) SA Weather Cast\Current\Current.ini - [MeasureCurrentValidTime12H]: Invalid TimeStampFormat: %H:%S

I am wondering what problem could it be...

Mine is okay at night time. Same as in day time. You didn't check on log.

Thank you for your screenshot showing it could work actually then it must be some problems on my side. The error log goes as:
NOTE (21:16:33.366) SA Weather Cast\Current\Current.ini: Refreshing skin
NOTE (21:16:33.432) SA Weather Cast\Current\Current.ini: Connecting...
NOTE (21:16:33.432) SA Weather Cast\Current\Current.ini: Retrieving Current...
NOTE (21:16:38.560) SA Weather Cast\Current\Current.ini: Weather Daily Retrieved.
ERRO (21:16:39.446) SA Weather Cast\Current\Current.ini - [MeasureCurrentSunrise12H]: Invalid TimeStampFormat: %H:%S
ERRO (21:16:39.446) SA Weather Cast\Current\Current.ini - [MeasureCurrentSunset12H]: Invalid TimeStampFormat: %H:%S
ERRO (21:16:39.447) SA Weather Cast\Current\Current.ini - [MeasureCurrentValidTime12H]: Invalid TimeStampFormat: %H:%S

I am wondering what problem could it be...

Strange. What is your location?

This is Tokyo, Japan

This is Beijing, PRC

And this is Singapore

Anything is looks normal.

Try using a long URL code rather than a short one

Try using a long URL code rather than a short one

Aww it works!
For Beijing, PRC, now I use 71ca347e2948ee9490525aa5433fa91da6973ae51ea0f765fbe8e85b9f16c5df from the whole url from weather.com and it shows normally.

Thank you so much for your help!

You're welcome


Integrate Chromium and Firefox tests for manifest parsing.

/CC @marcoscaceres
It will improve compat and guarantee we don't give wrong hints to developers.

I has tests:
https://github.com/mozilla/gecko-dev/tree/master/dom/manifest/test
Happy to contribute.