text:
support fbx

How does your motion capture project support importing fbx models? My Fbx model is based on APose, and VRM is based on TPose.

Currently the app does not support importing fbx models directly. The only format the app can import is VRM files.
I could start working on this when I get more time :+1
You can join my discord were I also link my twitter were I post some updates from time to time

repo: Kariaro/VRigUnity


text:
Add a contact Form

The following have been added:

Input validation for email, name and message
Formpree action url

Hello @Katended   I think I stated the issue in the comment let me quote it here again ☺
You have submitted a project, that doesn't have contributions from your learning partner🥲 don't forget, this is a pair programming activity and the contribution of your partner is also required😉 this was omitted by the first reviewer but it is a requirement😉 Kindly reach out to your learning partner and work with him👍
We require you to work with your pair programming partner for this milestone. From your commit message, it's seems you haven't done that. The previous reviewer should have pointed that but probably didn't take note of it.. but this is a compulsory requirement.👍

Hello @Katended I think I stated the issue in the comment let me quote it here again ☺
You have submitted a project, that doesn't have contributions from your learning partner🥲 don't forget, this is a pair programming activity and the contribution of your partner is also required😉 this was omitted by the first reviewer but it is a requirement😉 Kindly reach out to your learning partner and work with him👍
We require you to work with your pair programming partner for this milestone. From your commit message, it's seems you haven't done that. The previous reviewer should have pointed that but probably didn't take note of it.. but this is a compulsory requirement.👍
Hope you're clear now?🤔

@Ibizugbe Ok sure thanks.

Also @Katended , I noticed I made use of the approve feature to drop this comment, probably this may have caused a bit of confusion. but I sincerely apologise as that was a mistake on my part🥲 I should have dropped a normal comment or use the comment feature. But I am you understand now👍
Thanks for understanding and Happy coding👍

source: gharchive/pull-request

authors: Ibizugbe Katended

license: MIT

license_type: permissive

license_source: github-api


text:
Add sprites for different ages

Add player sprites for the different ages, perhaps add a slider for changing the sprites.

Duplicate of #159

source: gharchive/issue

repo: Kazetsukai/onetech


text:
Overview of assigned/open pull requests

Would be nice. Would be double nice if this screen long-polled Github to live update (which github's own UI doesn't actually do comically).

So it looks like we have access to the "repos the user has access to" via GET /user/repos which just splats back some owner/repos. We then need to hit each repo to get the list of pull requests via GET /repos/:owner/:repo/pulls (which sucks, probably want to lazily do this?).
Alternatively, there is GET /users/:username/received_events to get a list of events received by the user. We would then need to filter this down for ones that have been assigned etc to us. We would filter to PullRequestEvents and display any that were opened by us or assigned to us. We can then also potentially grabPullRequestReviewCommentEvent to display numbers?

The desired layout here is a list of pull requests which can be in one of three states:

"Needs action from me" : There is a "Not Done" item (See #24)
"Something new" : There have been commits or comments after my last comment/commit.
"Up-to-date/Blocked" : Everything else.

Gold star @illicitonion :star:
You can do:
curl "https://api.github.com/search/issues?q=type:pr%20assignee:illicitonion%20state:open"
curl "https://api.github.com/search/issues?q=type:pr%20author:illicitonion%20state:open"

This results in an object with items which is an array of objects with:

html_url - Link to the PR
title - PR title
user - Object of the creator of the PR
assignee - Object of the assignee of the PR
state - PR state
body - Original PR body

@illicitonion has kindly implemented this.

repo: Kegsay/github-pull-review

license_source: bigquery


text:
Add alert_policy and autoresolve to http and tcp checktypes

Need this to update alert_policy.

The alert_policy param is required by the Pingdom's new Beepmanager incident system.

Fantastic, thanks for the PR!

authors: KennethWilke gwillem vdloo

repo: KennethWilke/PingdomLib

license: isc


text:
show user role beside their username

Is it possible to show the user role beside their username? it would be helpful for users to understand at what role they are in. or can you guide me a little how to do that? thanks in advanced 😊

Maybe like this


text:
InterfaceOptionsFrame_OpenToCategory undefined global

Undefined global `InterfaceOptionsFrame_OpenToCategory`.

[{
	"resource": "/c:/Games/World of Warcraft/_retail_/Interface/AddOns/ItemUpgradeTip/ItemUpgradeTip.lua",
	"owner": "_generated_diagnostic_collection_name_#3",
	"code": "undefined-global",
	"severity": 4,
	"message": "Undefined global `InterfaceOptionsFrame_OpenToCategory`.",
	"source": "Lua Diagnostics.",
	"startLineNumber": 77,
	"startColumn": 13,
	"endLineNumber": 77,
	"endColumn": 49
}]

That's weird, the extension should have automatically marked it as a global, at least with v0.10.11

I currently have the following warnings in my project (ItemUpgradeTip):
Undefined global `BattlePetToolTip_ShowLink`
Undefined global `BattlePetTooltip`
Undefined global `ButtonFrameTemplate_HideButtonBar`
Undefined global `ButtonFrameTemplate_HidePortrait`
Undefined global `CallMethodOnNearestAncestor`
Undefined global `ChatEdit_InsertLink`
Undefined global `CreateIndexRangeDataProvider`
Undefined global `CreateScrollBoxListLinearView`
Undefined global `CreateTableBuilder`
Undefined global `GameTooltip_AddBlankLineToTooltip`
Undefined global `GameTooltip_AddColoredLine`
Undefined global `InterfaceOptionsFrame_OpenToCategory`
Undefined global `PanelTemplates_DeselectTab`
Undefined global `PanelTemplates_SetNumTabs`
Undefined global `PanelTemplates_SetTab`
Undefined global `PanelTemplates_TabResize`
Undefined global `ScrollUtil`
Undefined global `TableBuilderCellMixin`
Undefined global `TableBuilderElementMixin`
Undefined global `UISpecialFrames`

"Lua.diagnostics.globals" array in settings.json does have some entries, does this prevent the extension's defined globals from functioning?
If not, is there anything else I can do to help debug this? If you'd prefer, we can connect on Discord for some live debugging, just let me know and I'll DM you 🙂

Okay just DM me on discord because I have no idea why it's not marking them as global for you

Yeah after talking on Discord the extension doesn't have full coverage on FrameXML stuff, it currently mostly just marks them as global instead of annotating

authors: Ketho filliph

repo: Ketho/vscode-wow-api


text:
oof

uhhhhhh oof

lol

Why?????????


text:
Add more tests for numeric.Numeric.numericToOrdered

Add more tests for numeric.Numeric.numericToOrdered

Codecov Report
Patch coverage: 100.00% and project coverage change: +12.50 :tada:

Comparison is base (a408768) 87.50% compared to head (6075e60) 100.00%.

Additional details and impacted files
@@             Coverage Diff              @@
##             main       #26       +/-   ##
============================================
+ Coverage   87.50%   100.00%   +12.50%
============================================
  Files           3         3
  Lines          16        16
  Branches        1         1
============================================
+ Hits           14        16        +2
+ Misses          2         0        -2

Impacted Files
Coverage Δ

...core/shared/src/main/scala/refined4s/numeric.scala
100.00% <100.00%> (+20.00%)
:arrow_up:

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Do you have feedback about the report comment? Let us know in this issue.

authors: Kevin-Lee codecov-commenter


text:
The redirect for PZwiki doesn't seem to work, at least under Firefox

It seems the : in the URL causes the link not to work, as it's converted to %3A: https://pzwiki.net/wiki/Special%3AMyLanguage%2FProject_Zomboid_Wiki
It could be changed to simply https://pzwiki.net/

Ah, thanks for reporting this! Looks like the issue is just when redirecting to the main page, which is set to "Special:MyLanguage/Project_Zomboid_Wiki". The main page links are currently escaped, and for some reason pzwiki.net does not like the escaped forward slash value. I've updated the main page to just be "Project_Zomboid_Wiki", which will be reflected in the next update.

authors: Faalagorn KevinPayravi

repo: KevinPayravi/indie-wiki-buddy


text:
Mantine Filter Search Does Not Work Correctly and Highlight Words When Turkish Characters Are Used with Capslock On.

material-react-table version
v1.3.4
react & react-dom versions
v18.2.0
Describe the bug and the steps to reproduce it
Turn on Capslock.
Choose Turkhish language.
Navigate to the global filter section or the ToggleFilters or GlobalFilter component.
Enter Turkish characters such as "İ" or "Ü" along with other text for filtering.
Notice that the search does not execute properly, and the text is not highlighted in yellow as expected.
Repeat the process with various Turkish characters to observe consistent issues with search functionality and text highlighting.
Minimal, Reproducible Example - (Optional, but Recommended)
https://www.mantine-react-table.com/docs/examples/advanced
Screenshots or Videos (Optional)

Do you intend to try to help solve this bug with your own PR?
No, because I do not know how
Terms

[X] I understand that if my bug cannot be reliably reproduced in a debuggable environment, it will probably not be fixed and this issue may even be closed.

This is the Material React Table repository.

I can't share my code with you because it's private information. Can you tell me what can I do?

authors: KevinVandy Meryemgezici

repo: KevinVandy/material-react-table


text:
React Warning: Each child in a list should have a unique "key" prop.

material-react-table version
1.14.0
react & react-dom versions
17.0.2
Describe the bug and the steps to reproduce it
When the table is loaded I see couple of react warnings in browser console: Warning: Each child in a list should have a unique "key" prop. Additionally it shows even more after click on Show/Hide columns button. The same after click on the dropdown in one of the cells. I was able to reduce one of the warnings with disabling selecting rows. Are there any solution to reduce react warnings?
Minimal, Reproducible Example - (Optional, but Recommended)
<MaterialReactTable
      initialState={{
        columnPinning: { left: ['mrt-row-select', 'name'], right: ['actions'] },
        columnVisibility: { 'last-year-spend': false },
        density: 'comfortable',
        showSkeletons: !isLoading,
      }}
      state={{
        rowSelection,
      }}
      layoutMode='grid'
      tableInstanceRef={tableInstanceRef}
      data={displayData || []}
      columns={columns as MRT_ColumnDef<Record<string, unknown>>[]}
      enableDensityToggle={false}
      enableGlobalFilter={false}
      enablePinning
      enableColumnDragging
      enableColumnOrdering
      enableColumnResizing
      enableFullScreenToggle
      enableSelectAll={!isViewOnly && hasActions}
      selectAllMode='all'
      enableMultiRowSelection={hasActions}
      enableRowSelection={enableSelection}
      onRowSelectionChange={setRowSelection}
      getRowId={(originalRow: unknown) => (originalRow as Subscription).id}
      muiTableBodyRowProps={
        {
          'data-testid': 'subscription-item',
        } as TableRowProps
      }
      muiTableBodyCellProps={getRowStyle as TableCellProps}
 />

Screenshots or Videos (Optional)
No response
Do you intend to try to help solve this bug with your own PR?
None
Terms

[X] I understand that if my bug cannot be reliably reproduced in a debuggable environment, it will probably not be fixed and this issue may even be closed.

This is caused by you not using a unique value with the getRowId option. getRowId must identify rows by 100% unique values.

authors: KevinVandy kis


text:
Add option to force class access for static text controls

Description:

While it makes sense for static text controls to have protected class access so that they can be translated, if there are no plans to translate the text, then it makes far more sense to have no class access. Having an option to set the default access for static text controls would save a user from having to change it every time it is created.

Keep in mind that it does have a validator as well which will be problematic if it's used and the variable doesn't have class access.
Also, be aware that with the recent change to how class access gets inserted, if you add gen_wxStaticCtrl to the list of generates that should default to "none" it will change all existing class access in projects. So before this gets changed (if it does), you need to find what causes the access and name change if the default for this changes. Doesn't happen for other generators, so some special-case in the code somewhere.

authors: KeyWorksRW Randalphwa

repo: KeyWorksRW/wxUiEditor


text:
Auto correction issues and delete button behavior

I noticed some issues with auto-correction using KeyboardKitPro, like typing “Go”, “Is”, “The”; they all start capitalized. See the video. Maybe there are many other small issues like that, and I wonder if there's any example of how to use the autocorrect dictionary.
Another problem is the delete button when auto-correction is on. In other keyboards, it usually recovers the original word, which can be used to add that word to the dictionary. Currently, it is impossible to type those words not capitalized.
https://github.com/user-attachments/assets/875e4d49-9aa9-4463-a48f-932eaba1bc5f

Hi @diegodotta
That's very strange! I'm running the demo app now and don't see this behavior.
Do you have these words in your custom system dictionary?

The video was created from the demo app on the App Store. But the problem also happens on my app, which is using the latest Pro version. I'm running on iOS 17.5.1.
There's no replacement text in my settings.

Do you know if you've tapped a capitalized version of these words in the toolbar previously to this happening? I'm trying to understand how this can happen.

Do you know if you've tapped a capitalized version of these words in the toolbar previously to this happening? I'm trying to understand how this can happen.

I don't remember doing that, I first found this issue on my app (Which the autocomplete options are hidden), then installed the official KeyboardKit to check the same problem.
I've installed it on another phone, the same issue. This one is using iOS 17.6 (iPhone12).
Both have only the default English keyboard installed.

I will investigate this, and maybe even add a way to see the origin of each suggestion. This would help us understand which data source that is providing these capitalized suggestions.

@diegodotta I have adjusted the Pro service to be less aggressive with applying autocorrect state to a suggestion. The service will now check in more places and ignore autocorrection for more scenarios.
This will be available in the upcoming 8.8, so please have a look when it's out, to see if it solves this problem. I have also added a source to the autocomplete suggestion, so if the problem remains, it will be easier to pinpoint.

@danielsaidi The sequence of my tests for version 8.8:
Initially, nothing had changed; the same weird auto-correction was applied. (See video below)
https://github.com/user-attachments/assets/3ab81afb-d6a0-46ac-9dcc-c375742b2349
Then I decided to type the same message again, but this time selecting the suggestions 'go' and 'the' in lowercase.
I reopened the app and tried the same message without selecting any suggestions, and the auto-correction worked fine. (See video below)
https://github.com/user-attachments/assets/156de4e5-7000-40ae-baab-ccdd0051528a
It seems fine now; your hypothesis that I may have clicked on those suggestions in the past seems valid. I'll do some more tests using other words.
Regarding the delete button, do you have any tips on how to make it revert the auto-correction?

Hi @diegodotta - I finally managed to get a single word (ironically it was the word "Bug") to consistently get the incorrect capitalization that you demonstrate in your video!
I created a separate ticket for this (#782) in case you want to keep this open for the delete button discussion, but I think that the lexicon prio change may solve that one as well.
I will see if anything else should be included in the 8.8.1, but I will release it later today and would love to hear if it solves your problems.

@diegodotta This should have been fixed since 8.8.1. Please verify and let me know if further actions are required.

authors: danielsaidi diegodotta

repo: KeyboardKit/KeyboardKit


text:
define ! , : ; \enspace \qquad and \quad as macros using \kern

This would allow us to make the replace parameter in defineSymbol mandatory.

As part of this we should be able to remove CSS rules that were specific to some of these spacing commands.

Love this idea!

authors: kevinbarabash rrandallcainc

repo: Khan/KaTeX

license: mit


text:
Support for Chinese punctuation marks in \text{}

Hello everybody, I'm using KaTeX and discovered that it doesn't support Chinese punctuation marks in \text{}. For example, rendering \text{，} raises "KaTeX parse error: Expected '}', got '，' at position 7". In China we use '。' for period, '？' for question mark, '！' for exclamation mark, '，' for comma, '、' for dun hao, '；' for semicolon, '：' for colon, '‘’“”' for quotation marks (seems already supported), '（）［ ］〔〕【】' for parentheses, '——' for dash, '……' for ellipsis, '《》〈〉' to indicate book titles. (General rules for punctuation) Could you help supporting Chinese punctuation marks in \text{}? Thank you very much!

Thanks @zhzhzoo for the detailed request!  This looks relatively easy to do, mostly by changing some regexes.  PR #814 should do it.

authors: edemaine zhzhzoo


text:
Format buildHTML groupType definitions in preparation for adding types.

Collapse groupType definitions (a bunch of functions all of the same type
defined on the groupType object) into a single object in preparation for
putting types only on the base object.
Do minor reformatting to account for the +4 indent above which pushes some
lines past 80 characters.
Do other minor formatting changes for readability, taking advantage of ES6.

It's a pity: github is doing a really poor job of aligning the diffs. The overwhelming amount of the change is a +4 indent.

I was going to continue splitting things out of buildHTML.js, but at the rate I was going I don't blame you for wanting to add flow types to buildHTML.js.

@kevinbarabash: Ah, well, no worries. The more you move it, the faster it will be for me. In a subsequent PR in the works, I'm having to resolve stuff all over the place. :)
So please don't block on me, but I will still working on it.

All of the PRs I had open for breaking things out have landed so you're good to go with this PR.

As far as I know it is.

authors: kevinbarabash marcianx


text:
Implements the alignedat environment for flexible math spacing

Implemented alginat and alignat* environments from amsmath package.
They are display math environments, similar to align and align* environments, but adds no spacing commands such as \qquad between maths, which permits users to adjust spacing manually.
Use cases:
\begin{alignat*}{2} % alignat requires number of maths per row as an argument.
  1 &= 2 &\quad &(\because \bot)\\
  xyz &= zyx && (\text{brabra})
\end{alignat*}

\begin{alignat*}{3}
  x &= 2 &\quad zzz &< 5 & \hspace{1cm} \int_{-\infty}^\infty e^{-x^2} \mathrm{d}x &= \mathord{???}\\
  z - 5 &= w + q && &\hspace{1cm} 1+2+3+4&< 20
\end{alignat*}

With LaTeX, we get:

Given how similar aligned and alignat are, do you think the code could be shared between the two?  You can list multiple functions in defineFunction, then branch within the code (adding space only when in aligned mode, say).
Another question: if I understand correctly, alignat can appear only in text mode, whereas alignedat is the equivalent within math mode.  If this is correct, I think you are implementing the latter (in the same way that KaTeX currently supports aligned but not align) and it should be renamed accordingly.

@edemaine Thank you for your rapid reply!

Given how similar aligned and alignat are, do you think the code could be shared between the two? You can list multiple functions in defineFunction, then branch within the code (adding space only when in aligned mode, say).

I think they can share code. I will try.

Another question: if I understand correctly, alignat can appear only in text mode, whereas alignedat is the equivalent within math mode. If this is correct, I think you are implementing the latter (in the same way that KaTeX currently supports aligned but not align) and it should be renamed accordingly.

Ah, I overlooked alignedat environment. Yes, this should definitely be that.
Anyway, I will resolve these soon. Thanks!

I've just renamed alignat to alignedat and factored out duplicated code.
I couldn't find the way to vary the numArgs in one defineEnvrionment block, so I create new local function alignedHandler for that purpose.

Cool!  @konn would you be able to add a screenshot test for this new environment?

@kevinbarabash OK, I've just added a code fragment for screenshot testing. Unfortunately, I couldn't run docker image appropriately and couldn't get the diff.

@konn yeah getting docker set up is a bit of work.  I can run the tests and send you a PR with the images.

OK, finally here comes the screenshot diff of alignedats:

It seems that KaTeX renders alignedat appropriately.
By the way, it seems that KaTeX fails to render aligned environment correctly, even before this pull req is applied:

Should we fix this in a separate pull request, or within this?

It seems that KaTeX renders alignedat appropriately.

The screenshots look great.

Should we fix this in a separate pull request, or within this?

Thanks for checking the output against LaTeX's.  Since it's an existing issue a separate PR is appropriate.  Can you open a new issue for this?

@konn I'm going try to review this later this week.

@kevinbarabash Thank you for everything!

Since it's an existing issue a separate PR is appropriate. Can you open a new issue for this?
OK, I've just separate this as Issue #941.

I'm going try to review this later this week.
Thanks!

Just to caught up with master branch, I've just made a little rebasing on this PR.

Sorry for not having reviewed the code for this yet.  😞  I've been rather busy lately.  Going to try to get to it this weekend though.

@konn thanks for the PR.  Sorry again about the delay.

@kevinbarabash No problem. Thank you again!

authors: edemaine kevinbarabash konn


text:
Disconnection

When my phone goes on standby i get this message on the server:
Server Disconnected
Client Disconnected
and it will not auto reconnect when i unlock my phone, i have to restart the server to get it to reconnect to my phone but when it goes into stand by i have to restart the server.

Commit 042203768f should reduce the appearance of this issue.

repo: KhaosT/HAP-NodeJS


text:
Secant Cardio Interface

Hi,
I own a Secant Cardio domotic kit in my house.
I would like to used this HAP server to interface with my cardio using the available RS-232 interface that allow to control my cardio.
I would create separate HAP accessories for each of my lights and device controlled by the cardio.
The only thing i am not sure how to do is where to host the serial port server that will send and received the command from my different HAP accesories?
Is there some example for that?
Thanks
JP

Take a look at this node package and see if it can work for you: https://www.npmjs.com/package/serial-node

authors: JPCoollink legotheboss


text:
[Camera-ffmpeg] ERROR: FFmpeg exited with code 1

Good day,
I am getting the following error when I try connecting to my camera:
[11/18/2018, 2:03:02 AM] [Camera-ffmpeg] Start streaming video from G3 Flex with 640x360@132kBit
ffmpeg -rtsp_transport http -re -i rtsp://192.168.2.26:7447/pqSBSzLFBznJlUHn -map 0:0 -vcodec libx264 -pix_fmt yuv420p -r 15 -f rawvideo -tune zerolatency -vf scale=640:360 -b:v 132k -bufsize 132k -payload_type 99 -ssrc 9626709 -f rtp -srtp_out_suite AES_CM_128_HMAC_SHA1_80 -srtp_out_params +3yHFaAcGDnM5Ag20/s4nhflIEYCRKuAklADmxJQ srtp://192.168.2.18:59592?rtcpport=59592&localrtcpport=59592&pkt_size=1316 -map 0:1 -acodec libfdk_aac -profile:a aac_eld -flags +global_header -f null -ar 16k -b:a 24k -bufsize 24k -ac 1 -payload_type 110 -ssrc 13907886 -f rtp -srtp_out_suite AES_CM_128_HMAC_SHA1_80 -srtp_out_params PgTnPeobfp4etc6Q6fdiFleMedYiOpqAeq1xzeew srtp://192.168.2.18:57405?rtcpport=57405&localrtcpport=57405&pkt_size=1316
ffmpeg version N-92461-gd3621b2321 Copyright (c) 2000-2018 the FFmpeg developers
  built with gcc 6.3.0 (Raspbian 6.3.0-18+rpi1+deb9u1) 20170516
  configuration: --prefix=/usr/local --arch=armel --target-os=linux --enable-omx-rpi --enable-nonfree --enable-gpl --enable-libfdk-aac --enable-mmal --enable-libx264 --enable-decoder=h264 --enable-network --enable-protocol=tcp --enable-demuxer=rtsp
  libavutil      56. 23.101 / 56. 23.101
  libavcodec     58. 39.100 / 58. 39.100
  libavformat    58. 22.100 / 58. 22.100
  libavdevice    58.  6.100 / 58.  6.100
  libavfilter     7. 44.100 /  7. 44.100
  libswscale      5.  4.100 /  5.  4.100
  libswresample   3.  4.100 /  3.  4.100
  libpostproc    55.  4.100 / 55.  4.100

[rtsp @ 0x32a9760] decoding for stream 1 failed

Input #0, rtsp, from 'rtsp://192.168.2.26:7447/pqSBSzLFBznJlUHn':
  Metadata:
    title           : FCECDA1F525A_2
  Duration: N/A
, start: 0.000000, bitrate: N/A
    Stream #0:0: Audio: aac (LC), 48000 Hz, mono, fltp

    Stream #0:1: Video: h264 (Main), yuvj420p(pc, bt709, progressive), 640x360 [SAR 1:1 DAR 16:9], 15 fps, 15 tbr, 90k tbn, 30 tbc

Codec AVOption tune (Tune the encoding params (cf. x264 --fullhelp)) specified for output file #0 (srtp://192.168.2.18:59592?rtcpport=59592&localrtcpport=59592&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Codec AVOption b (set bitrate (in bits/s)) specified for output file #0 (srtp://192.168.2.18:59592?rtcpport=59592&localrtcpport=59592&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Codec AVOption b (set bitrate (in bits/s)) specified for output file #1 (srtp://192.168.2.18:57405?rtcpport=57405&localrtcpport=57405&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Codec AVOption profile () specified for output file #1 (srtp://192.168.2.18:57405?rtcpport=57405&localrtcpport=57405&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Stream mapping:
  Stream #0:0 -> #0:0 (aac (native) -> pcm_mulaw (native))
  Stream #0:1 -> #1:0
 (h264 (native) -> mpeg4 (native))
Press [q] to stop, [?] for help
Finishing stream 0:0 without any data written to it.

Output #0, rtp, to 'srtp://192.168.2.18:59592?rtcpport=59592&localrtcpport=59592&pkt_size=1316':
  Metadata:
    title           : FCECDA1F525A_2
    encoder         : Lavf58.22.100

    Stream #0:0: Audio: pcm_mulaw, 48000 Hz, mono, s16, 384 kb/s
    Metadata:
      encoder         : Lavc58.39.100 pcm_mulaw
Finishing stream 1:0 without any data written to it.

[swscaler @ 0x3424e50] deprecated pixel format used, make sure you did set range correctly

[mpeg4 @ 0x32e1a40] Either both buffer size and max rate or neither must be specified

Error initializing output stream 1:0 -- Error while opening encoder for output stream #1:0 - maybe incorrect parameters such as bit_rate, rate, width or height

Exiting normally, received signal 15.

[11/18/2018, 2:03:07 AM] [Camera-ffmpeg] ERROR: FFmpeg exited with code 1

try to change transport option to tcp.
-rtsp_transport http -re -i rtsp://192.168.2.26:7447/pqSBSzLFBznJlUHn

Changing the parameter does not appear to help.  Here is the output:
[11/22/2018, 4:31:48 PM] Homebridge is running on port 51826.
[11/22/2018, 4:31:48 PM] UniFi G3 Flex is running on port 46031.
[11/22/2018, 4:31:58 PM] [Camera-ffmpeg] Snapshot from UniFi G3 Flex at 480x270
ffmpeg -rtsp_transport tcp -re -i rtsp://192.168.2.26:7447/pqSBSzLFBznJlUHn -t 1 -s 480x270 -f image2 -
[11/22/2018, 4:32:05 PM] [Camera-ffmpeg] Start streaming video from UniFi G3 Flex with 640x360@132kBit
ffmpeg -rtsp_transport tcp -re -i rtsp://192.168.2.26:7447/pqSBSzLFBznJlUHn -map 0:0 -vcodec h264_omx -pix_fmt yuv420p -r 2 -f rawvideo -tune zerolatency -vf scale=640:360 -b:v 132k -bufsize 132k -payload_type 99 -ssrc 7744683 -f rtp -srtp_out_suite AES_CM_128_HMAC_SHA1_80 -srtp_out_params VRo7GVVTykfOyU8tmnwfjwI0RJCB3kpi1lVgfFkO srtp://192.168.2.18:60011?rtcpport=60011&localrtcpport=60011&pkt_size=1316 -map 0:1 -acodec libfdk_aac -profile:a aac_eld -flags +global_header -f null -ar 16k -b:a 24k -bufsize 24k -ac 1 -payload_type 110 -ssrc 705667 -f rtp -srtp_out_suite AES_CM_128_HMAC_SHA1_80 -srtp_out_params ktFEaPiQaZb7+NrvI4ArLdV0xyM22fXRw/Fhu2a+ srtp://192.168.2.18:50637?rtcpport=50637&localrtcpport=50637&pkt_size=1316
ffmpeg version N-92462-g529debc987 Copyright (c) 2000-2018 the FFmpeg developers
  built with gcc 6.3.0 (Raspbian 6.3.0-18+rpi1+deb9u1) 20170516
  configuration: --prefix=/usr/local --arch=armel --target-os=linux --enable-omx-rpi --enable-nonfree --enable-gpl --enable-libfdk-aac --enable-mmal --enable-libx264 --enable-decoder=h264 --enable-network --enable-protocol=tcp --enable-demuxer=rtsp
  libavutil      56. 23.101 / 56. 23.101
  libavcodec     58. 39.100 / 58. 39.100
  libavformat    58. 22.100 / 58. 22.100
  libavdevice    58.  6.100 / 58.  6.100
  libavfilter     7. 44.100 /  7. 44.100
  libswscale      5.  4.100 /  5.  4.100
  libswresample   3.  4.100 /  3.  4.100
  libpostproc    55.  4.100 / 55.  4.100

Input #0, rtsp, from 'rtsp://192.168.2.26:7447/pqSBSzLFBznJlUHn':
  Metadata:
    title           : FCECDA1F525A_2
  Duration: N/A, start: 0.348000
, bitrate: N/A
    Stream #0:0: Audio: aac (LC), 48000 Hz, mono, fltp
    Stream #0:1: Video: h264 (Main), yuvj420p(pc, bt709, progressive), 640x360 [SAR 1:1 DAR 16:9], 15 fps, 15 tbr, 90k tbn, 30 tbc

Codec AVOption tune (Tune the encoding params (cf. x264 --fullhelp)) specified for output file #0 (srtp://192.168.2.18:60011?rtcpport=60011&localrtcpport=60011&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Codec AVOption b (set bitrate (in bits/s)) specified for output file #0 (srtp://192.168.2.18:60011?rtcpport=60011&localrtcpport=60011&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Codec AVOption b (set bitrate (in bits/s)) specified for output file #1 (srtp://192.168.2.18:50637?rtcpport=50637&localrtcpport=50637&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Codec AVOption profile () specified for output file #1 (srtp://192.168.2.18:50637?rtcpport=50637&localrtcpport=50637&pkt_size=1316) has not been used for any stream. The most likely reason is either wrong type (e.g. a video option with no video streams) or that it is a private option of some encoder which was not actually used for any stream.

Stream mapping:
  Stream #0:0 -> #0:0 (aac (native) -> pcm_mulaw (native))

  Stream #0:1 -> #1:0 (h264 (native) -> mpeg4 (native))
Press [q] to stop, [?] for help

Output #0, rtp, to 'srtp://192.168.2.18:60011?rtcpport=60011&localrtcpport=60011&pkt_size=1316':
  Metadata:
    title           : FCECDA1F525A_2
    encoder         : Lavf58.22.100

    Stream #0:0: Audio: pcm_mulaw, 48000 Hz, mono, s16, 384 kb/s
    Metadata:
      encoder         : Lavc58.39.100 pcm_mulaw

[swscaler @ 0x28aed20] deprecated pixel format used, make sure you did set range correctly

[mpeg4 @ 0x27b3e70] Either both buffer size and max rate or neither must be specified
Error initializing output stream 1:0 -- Error while opening encoder for output stream #1:0 - maybe incorrect parameters such as bit_rate, rate, width or height

Conversion failed!

[11/22/2018, 4:32:08 PM] [Camera-ffmpeg] ERROR: FFmpeg exited with code 1

#213

I got also the same problem with the arlo version.
After a period of time I get the error. But in homekit I got no video starting, only this screenshot, no play button nothing.
I am using exactly this config:
{
"platform": "Camera-ffmpeg",
"cameras": [
{
"name": "Camera Name",
"videoConfig": {
"source": "arlo",
"maxStreams": 2,
"maxWidth": 1280,
"maxHeight": 720,
"maxFPS": 30,
"maxBitrate": 300,
"vcodec": "copy",
"audio": false,
"debug": true,
"arloUserName": "email@provider.com",
"arloPassword": "",
"arloCameraIndex": "0"
}
}
]
}
I did exactly the following:
sudo service homebridge stop
sudo apt install python-pip
sudo pip install arlo
sudo apt-get install ffmpeg
npm install -g --unsafe-perm https://github.com/devarshi/homebridge-camera-ffmpeg
npm install -g --unsafe-perm https://github.com/devarshi/homebridge-arlo
sudo service homebridge start
I got an Pi2.

Can you paste the log and the output when you run the same ffmpeg command from command line?

I get the following by the command delivered in my shell:
pi@phoenixpi:~ $ ffmpeg -rtsp_transport tcp -re -i rtsps://XXX?egressToken=XXX&userAgent=iOS&cameraId=XXX -map 0:1 -vcodec copy -f rawvideo -tune zerolatency -payload_type 99 -ssrc 16022373 -f rtp -srtp_out_suite AES_CM_128_HMAC_SHA1_80 -srtp_out_params XXX srtp://192.168.XXX.XXX:65117?rtcpport=65117&localrtcpport=65117&pkt_size=1316
[2] 26725
[3] 26726
[4] 26727
[5] 26728
[3]   Fertig                  userAgent=iOS
pi@phoenixpi:~ $ -bash: -map: Kommando nicht gefunden.
ffmpeg version 3.2.10-1~deb9u1+rpt2 Copyright (c) 2000-2018 the FFmpeg developers
  built with gcc 6.3.0 (Raspbian 6.3.0-18+rpi1+deb9u1) 20170516
  configuration: --prefix=/usr --extra-version='1~deb9u1+rpt2' --toolchain=hardened --libdir=/usr/lib/arm-linux-gnueabihf --incdir=/usr/include/arm-linux-gnueabihf --enable-gpl --disable-stripping --enable-avresample --enable-avisynth --enable-gnutls --enable-ladspa --enable-libass --enable-libbluray --enable-libbs2b --enable-libcaca --enable-libcdio --enable-libebur128 --enable-libflite --enable-libfontconfig --enable-libfreetype --enable-libfribidi --enable-libgme --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-libopenmpt --enable-libopus --enable-libpulse --enable-librubberband --enable-libshine --enable-libsnappy --enable-libsoxr --enable-libspeex --enable-libssh --enable-libtheora --enable-libtwolame --enable-libvorbis --enable-libvpx --enable-libwavpack --enable-libwebp --enable-libx265 --enable-libxvid --enable-libzmq --enable-libzvbi --enable-omx-rpi --enable-mmal --enable-openal --enable-opengl --enable-sdl2 --enable-libdc1394 --enable-libiec61883 --arch=armhf --enable-chromaprint --enable-frei0r --enable-libopencv --enable-libx264 --enable-shared
  libavutil      55. 34.101 / 55. 34.101
  libavcodec     57. 64.101 / 57. 64.101
  libavformat    57. 56.101 / 57. 56.101
  libavdevice    57.  1.100 / 57.  1.100
  libavfilter     6. 65.100 /  6. 65.100
  libavresample   3.  1.  0 /  3.  1.  0
  libswscale      4.  2.100 /  4.  2.100
  libswresample   2.  3.100 /  2.  3.100
  libpostproc    54.  1.100 / 54.  1.100

Then no response, waiting cursor ... have to cancel with CTRL+C

You have left it and after 5 minutes there is no additional message?
What is the message from the Homebridge console/logs?
What happens if you open the stream with VLC?  If you view media information with VLC, what are the streams details?

@Phoenix-DH
you have to quote the & with \ in your command! otherwise you only generates a lot of meaningless background processes...

If I now try to open the stream in Homekit, there is directly the message:
[Camera-ffmpeg] ERROR: FFmpeg exited with code 1
On the phone there is the message that the cam is not responding.
During this, cmd still not responding ....
Also not after 7 minutes .....
VLC I do not know how to open the stream

If VLC cannot open the stream then I do not know what the problem is.

I did not say that VLC cannot open, I only do not know how ...
I someone can told me how, I will try...
I read the comment from llemtt, I tried ... the message is diectly:
rtsps://XXX?egressToken=XXX&userAgent=iOS&cameraId=XXX: Operation not permitted

I can open the VLC stream on my end for my camera's. I may need to get the exact camera size for it.

Hi, I tried via VLC now...
The message will be the following:
Your input can't be opened
VLC is unable to open the MRL 'srtp://192.168.XXX.XXX:12345?rtcpport=12345&localrtcpport=12345&pkt_size=1316'. Check the log for details.

Result will be the same with all 3 cams.
And in cmd this for all 3:
rtsps://XXX?egressToken=XXX&userAgent=iOS&cameraId=XXX: Operation not permitted

@Phoenix-DH can you check config? i see few mistakes here - srtp, rtsps i expect rtsp

@Partizan7676:
At which point?
Like I said, I am using the ARLO version ....
There is only minimal config ....
If I change the external value then I got this:
rtsp://vzwow125-z1-prod.vz.netgear.com:443/vzmodulelive/XXX_XXX?egressToken=XXX: Invalid data found when processing input
If I cahnge the local one VLC can also not open the stream.
VLC is unable to open the MRL 'rtsp://192.168.XXX.XXX:12345?rtcpport=12345&localrtcpport=12345&pkt_size=1316'. Check the log for details.
It is hard to test manualy, because I think the ports are changing quickly ...

@Phoenix-DH
maybe you are making a little confusion between "rtsp" and "srtp":
output from plugin to iOS is "srtp" which is the secure version of "rtp"
input from camera (usually) is "rtsp" that may use "rtp" protocol as an underlying transport
Anyway this:
rtsp://vzwow125-z1-prod.vz.netgear.com:443/vzmodulelive/XXX_XXX?egressToken=XXX: Invalid data found when processing input
means that input from your cam doesn't work!
Try first with simplified command:
ffmpeg -v verbose -i rtsp://vzwow125-z1-prod.vz.netgear.com:443/vzmodulelive/XXX_XXX?egressToken=XXX
p.s. anyway is not possible to directly open the (srtp) output from the plugin with VLC as you tried!

@llemtt and guys:
Thanks for having this support. Now I am understanding this whole output/input on homebridge.
First part is the delivery from ARLO and the second part is delivery the stream to my end device.
To be honest, I am not really familiar with this streaming things .... on my way to learn.
I will try the command ...
ffmpeg -v verbose -i rtsp://vzwow23-z1-prod.vz.netgear.com:443/vzmodulelive/XXX?egressToken=XXX
The result of this command is:
ffmpeg version 3.2.10-1~deb9u1+rpt2 Copyright (c) 2000-2018 the FFmpeg developers
  built with gcc 6.3.0 (Raspbian 6.3.0-18+rpi1+deb9u1) 20170516
  configuration: --prefix=/usr --extra-version='1~deb9u1+rpt2' --toolchain=hardened --libdir=/usr/lib/arm-linux-gnueabihf --incdir=/usr/include/arm-linux-gnueabihf --enable-gpl --disable-stripping --enable-avresample --enable-avisynth --enable-gnutls --enable-ladspa --enable-libass --enable-libbluray --enable-libbs2b --enable-libcaca --enable-libcdio --enable-libebur128 --enable-libflite --enable-libfontconfig --enable-libfreetype --enable-libfribidi --enable-libgme --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-libopenmpt --enable-libopus --enable-libpulse --enable-librubberband --enable-libshine --enable-libsnappy --enable-libsoxr --enable-libspeex --enable-libssh --enable-libtheora --enable-libtwolame --enable-libvorbis --enable-libvpx --enable-libwavpack --enable-libwebp --enable-libx265 --enable-libxvid --enable-libzmq --enable-libzvbi --enable-omx-rpi --enable-mmal --enable-openal --enable-opengl --enable-sdl2 --enable-libdc1394 --enable-libiec61883 --arch=armhf --enable-chromaprint --enable-frei0r --enable-libopencv --enable-libx264 --enable-shared
  libavutil      55. 34.101 / 55. 34.101
  libavcodec     57. 64.101 / 57. 64.101
  libavformat    57. 56.101 / 57. 56.101
  libavdevice    57.  1.100 / 57.  1.100
  libavfilter     6. 65.100 /  6. 65.100
  libavresample   3.  1.  0 /  3.  1.  0
  libswscale      4.  2.100 /  4.  2.100
  libswresample   2.  3.100 /  2.  3.100
  libpostproc    54.  1.100 / 54.  1.100

rtsp://vzwow125-z1-prod.vz.netgear.com:443/vzmodulelive/XXX_XXX?egressToken=XXX: Invalid data found when processing input

Maybe problem with ARLO python lib?
Here I got version 1.1.18

now i get same issue. i can get snapshots but no live video. can someone explain how to clone repo with git clone of exact version - 3.2.12 how compile my own ffmpeg i know.

authors: Partizan7676 Phoenix-DH brianerdelyi iRayanKhan llemtt

repo: KhaosT/homebridge-camera-ffmpeg


text:
pocket.yaml make-sure lists

[x] leaves' data values were different from PC (asked for testing)
[x] wet sponge wasn't implemented
[x] rails didn't have powered/unpowered. it was always powered before
[x] tall grass data is correct?(needs testing)
[x] there was no nether brick slab, which affects data values later than that
[x] snow layer stacking wasn't implemented
[x] all fence woods types WERE implemented but not present
[x] id 95 isn't stained glass but is invisible bedrock
[x] pumpkin stem have '(Max)' next to Age 7 but wheat doesn't have one
[x] pillar quartz block didn't have sideways orientation
[x] id 157 is wooden double slab instead of activation rail
[x] id 158 is wooden slab instead of dropper
[x] not sure about id 161, 162 as they are not in the wiki page
[x] id 198 IS grass path
[x] id 243 is duplicated
[x] stonecutter top texture is [14, 29], and forward, backward are [13, 29]. sides and bottom are same as furnace
[x] update game block names should be updated to follow wiki

furnace has useless tex_direction_data help # thing which chest doesn't have

You must have stopped around 157 but I just checked everything so you can rest.... I can't make sure I got everything... but this must help. I used past tense because things might have changed when I was gone.(but this is highly unlikely and probably none of those detailed things were changed) I will check things again when 11.0 is fully out(or is it already?)

I basically copy/pasted and then just compared the whole thing to this wiki page: http://minecraft.gamepedia.com/Pocket_Edition_data_values
Figured it would tackle the majority, and if any would be wrong, someone would come along and fix em :P You going to do those or you asking one of us to?

I think I will start at least next week or later, someone should do it if release cannot be delayed too much anymore.

MCPE 0.11 was released almost a month ago..
I'll try to do it myself if I'll have the time but I'm not sure I will

-pillar quartz block didn't have sideways orientation

You mean it's not supposed to for pocket? Weird.

I installed MCPE along with BlockLauncher and PocketInvEditor. Acasia, Dark Oak leaves and woods does exist. Before release, I'd like someone to send me compiled MCEdit and Minecraft debug world so I can test if everything works correctly...(MCPE infinite map editing, all blocks, textures, etc.)

How do you add those checkbox thingy next to everything? I saw it on github somewhere...

- [ ] fix thing
- [ ] fix other thing

Spaces are significant.

@codewarrior0 Thanks, this looks awesome.

tall grass data is correct?(needs testing)

I'm 100% positive it's correct for PC. I carefully went over that shit a while back. Don't know if it's different for pocket.

rails didn't have powered/unpowered. it was always powered before

You mean pocket only has powered?

pumpkin stem have '(Max)' next to Age 7 but wheat doesn't have one

Fixed with https://github.com/Khroki/MCEdit-Unified/commit/cd2df1349e2c59318c86ac12389dcf67604a12d0

Pocket only had normal rail and powered rail. Unpowered rail doesn't exist.
I tested the grass data long time ago and it was different from PC

"Unpowered Rail" doesn't exist in PC version either, and isn't in the yamls, so I don't know where you're getting that from, and I don't know what we're talking about anymore :P
Block 27 = "Powered Rail" is its name in english. block name is golden_rail

Data 0-5   Powered Rail is in an unpowered state.
Data 8-13   Powered Rail is in a powered state.

2-high grass also received some data additions in 1.8. I remember cause I updated them https://github.com/Khroki/MCEdit-Unified/commit/8290dcf8c03d6c5e05ce34106b1cc87c78def94f

Yes, but I don't know if data 0-5 exists as unpowered state in mcpe. You can't make it normally.
I will check grass data values soon.

Guys, if you are busy working on other issues, maybe I can do this job. I've just managed to learn pocket.YAML structure. But before that someone plz teach me how to install MCPE_LEVELDB in a detailed way?
If it's no more than a checking job, I would be glad to help😄

You dont have to install mcedit to test those... Just get blocklauncher and worldedit script and test data values... Well I was about to test it just now so you can just test it after I edit all of the issues here...

Ok, I will start as soon as the school is over!

I will tell you here when the pocket.yaml update is done.

Finished everything. Making commit right now.

btw on 7/29 Minecraft Pocket Edition is getting a ton of new features like the Nether and potions as well as the related blocks and mobs.
You might want to work on a 0.12.0 version.

I don't have access to 0.12.0 version, not even beta.

@Yuugen0127 I don't have access to 0.12.0 version, not even beta.

That's because it'ｓnot out yet. Sorry.
I was just trying to suggest that you release after 0.12.0 comes out.

Also, I know this is stupid, but can I take a look at the .js MCPE mod you were making? I really get the feeling that could be a good mod with a few tweaks. Of course I'll give you credit.

Make an issue in there.

I checked that. Nothing's wrong

I found some issue. I'll post it here. Wait for a moment

I really would like to help but since Im in the holidays its not possible :/
But I want to give you some tips(If you do not already know about them).
The Windows 10 Version(A modified PE Version which aims for Windows 10 Tablet Users) will be released on 29.07.
tomcc(PE Developer) said that 0.12 on PE will be released eventually on the same date.
So if thats the case the Google Doc list must be empty before that date.
Because 0.12 adds and fixes many things, like(leaked on minecon):
-Snow layers
-Nether brick slabs
-new blocks & mobs
-maybe wet sponge?
-multiple levels(nether)
(I didnt link anything since Im writing on a phone)

Yeah, there were also soul sand and enchanting table and blah blah... If 1.4.0.0 release data is later than that, I will think of updating this. (because I can't be sure about PE block id is same or not)
And devs, how will we manage Windows 10? We can't just add windows 10 blocks and break original MCPE.

Wait, I will test stone slabs/double slabs again from data 0~15, I finally know what seamless means.

Seamless isnt literal, its based on the blockstates. Some seamless seamed blocked arent really seamed (at the moment). and are the same as the seamless ones. That doesnt make their labeling wrong.

repo: Khroki/MCEdit-Unified


text:
Expose experimental Vulkan features using internal Metal API

As noted by @cdavis5e in #1657, there's a few things in Metal which are not documented or exposed. These features could possibly be used to experiment supporting some Vulkan features that would not be supportable otherwise. The initial idea is to have a compile-time option which would enable these experimental features, as using these private APIs would not allow shipping an app with MoltenVK into the App Store and should therefore not be the default. This issue shall act as some sort of a tracker of potential features and their implementations by looking into the symbols and Objective-C metadata.
5 patches have already been written to support some features (although not entirely stable):
https://github.com/KhronosGroup/MoltenVK/issues/1657#issuecomment-1197438815
I have also just gone ahead and extracted the symbols of the Metal binary found in the Metal.framework shipped with the latest macOS 13 beta, meaning with support for Metal 3 and Metal IO. I couldn't get class-dump to not crash with this binary, so this is just the basic output of nm:
metal_symbols.txt
metalkit_symbols.txt
Some few things I've found in metal_symbols.txt:

-[MTLHeap _gpuAddress]
MTLDeviceFeatureQueries contains A LOT of interesting queries about GPU features, of which most are not exposed normally.
Metal acceleration structures seem to be built using MTLGPUBVHBuilder, which seems to be more like something from MPS.
_MTLDevice has a lot of other interesting queries about GPU capabilities.
_MTLPipelineCache is a thing.
setLineWidth: (as used by one of the patches linked above) is not listed anymore.
-[MTLRenderPipelineColorAttachmentDescriptor setLogicOpEnabled:] is not listed anymore. However, -[MTLRenderPipelineDescriptor setLogicOperation:] is available.
-[MTLToolsRenderCommandEncoder useResourceGroup:usage:stages:]... I wonder what resource groups are. (found in MetalTools)

setLineWidth: (as used by one of the patches linked above) is not listed anymore.

Nice sleuthing.
Interestingly, -[_MTLDevice maxLineWidth] is still there.
Hmmm...unless it's moved to a different library that is accessible...this is the kind of thing where it can get really messy to try to support these kind of private-API calls...and frustrating for users if something arrives for a while and then gets taken away.

Just a heads up: Just because the method is there, doesn't mean it works, or works well.
Some others I've found:

Intel Skylake GPUs and up support framebuffer fetch, but the GPU locks up if you try to use both that and dual source blending at the same time

MTLRenderPipelineDescriptor has things for logic ops, but I've only gotten it to work on Intel Skylake+ (AMD, Nvidia, and older Intel act like blending is disabled when you set those)

Test script and results from an AMD and Intel GPU
#import <Foundation/Foundation.h>
#import <Metal/Metal.h>

typedef NS_ENUM(NSUInteger, MTLLogicOperation) {
	MTLLogicOperationClear = 0,
	MTLLogicOperationSet = 1,
	MTLLogicOperationCopy = 2,
	MTLLogicOperationCopyInverted = 3,
	MTLLogicOperationNoOp = 4,
	MTLLogicOperationInvert = 5,
	MTLLogicOperationAnd = 6,
	MTLLogicOperationNand = 7,
	MTLLogicOperationOr = 8,
	MTLLogicOperationNor = 9,
	MTLLogicOperationXor = 10,
	MTLLogicOperationEquiv = 11,
	MTLLogicOperationAndReverse = 12,
	MTLLogicOperationAndInverted = 13,
	MTLLogicOperationOrReverse = 14,
	MTLLogicOperationOrInverted = 15,
};

@interface MTLRenderPipelineDescriptor()
- (void)setLogicOperationEnabled:(BOOL)enabled;
- (BOOL)isLogicOperationEnabled;
- (MTLLogicOperation)logicOperation;
- (void)setLogicOperation:(MTLLogicOperation)operation;
@end

NSString* libstring = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"\n"
"vertex float4 fullscreen_triangle(uint vid [[vertex_id]]) {\n"
"	return float4(vid & 1 ? 3 : -1, vid & 2 ? 3 : -1, 0, 1);\n"
"}\n"
"\n"
"fragment float4 fs_base() {\n"
"	return 0b1100 / 255.f;\n"
"}\n"
"fragment float4 fs_logic() {\n"
"	return 0b1010 / 255.f;\n"
"}\n";

int main(int argc, const char * argv[]) {
	@autoreleasepool {
		for (id<MTLDevice> gpu in MTLCopyAllDevices()) {
			id<MTLLibrary> lib = [gpu newLibraryWithSource:libstring options:nil error:nil];
			printf("Testing %s\n", [[gpu name] UTF8String]);
			MTLRenderPipelineDescriptor* desc = [MTLRenderPipelineDescriptor new];
			[desc setVertexFunction:[lib newFunctionWithName:@"fullscreen_triangle"]];
			[desc setFragmentFunction:[lib newFunctionWithName:@"fs_base"]];
			[desc.colorAttachments[0] setPixelFormat:MTLPixelFormatRGBA8Unorm];
			NSError* err = nil;
			id<MTLRenderPipelineState> pipeBase = [gpu newRenderPipelineStateWithDescriptor:desc error:&err];
			MTLTextureDescriptor* tdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm width:16 height:1 mipmapped:NO];
			[tdesc setUsage:MTLTextureUsageRenderTarget];
			[tdesc setStorageMode:MTLStorageModePrivate];
			id<MTLTexture> tex = [gpu newTextureWithDescriptor:tdesc];
			id<MTLBuffer> buf = [gpu newBufferWithLength:4 options:MTLResourceStorageModeShared];
			MTLRenderPassDescriptor* rpdesc = [MTLRenderPassDescriptor new];
			id<MTLCommandQueue> q = [gpu newCommandQueue];
			[desc setLogicOperationEnabled:YES];
			[desc setFragmentFunction:[lib newFunctionWithName:@"fs_logic"]];
			for (int i = 0; i < 16; i++) {
				@autoreleasepool {
					rpdesc.colorAttachments[0].texture = tex;
					rpdesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
					rpdesc.colorAttachments[0].storeAction = MTLStoreActionStore;
					[desc setLogicOperation:i];
					id<MTLRenderPipelineState> pipeLogic = [gpu newRenderPipelineStateWithDescriptor:desc error:&err];
					if (err) {
						printf("Failed to make logic op pipe: %s\n", [[err localizedDescription] UTF8String]);
					}
					id<MTLCommandBuffer> cb = [q commandBuffer];
					id<MTLRenderCommandEncoder> enc = [cb renderCommandEncoderWithDescriptor:rpdesc];
					[enc setRenderPipelineState:pipeBase];
					[enc drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
					[enc setRenderPipelineState:pipeLogic];
					[enc drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
					[enc endEncoding];
					id<MTLBlitCommandEncoder> download = [cb blitCommandEncoder];
					[download copyFromTexture:tex
					              sourceSlice:0
					              sourceLevel:0
					             sourceOrigin:MTLOriginMake(0, 0, 0)
					               sourceSize:MTLSizeMake(1, 1, 1)
					                 toBuffer:buf
					        destinationOffset:0
					   destinationBytesPerRow:4
					 destinationBytesPerImage:4];
					[download endEncoding];
					[cb commit];
					[cb waitUntilCompleted];
					unsigned int result = *(unsigned int*)[buf contents];
					printf("1100(D) <op %2d> 1010(S) → %c%c%c%c\n", i, result & 8 ? '1' : '0', result & 4 ? '1' : '0', result & 2 ? '1' : '0', result & 1 ? '1' : '0');
				}
			}
		}
	}
	return 0;
}

Results:
Testing Intel(R) UHD Graphics 630
1100(D) <op  0> 1010(S) → 0000
1100(D) <op  1> 1010(S) → 1111
1100(D) <op  2> 1010(S) → 1010
1100(D) <op  3> 1010(S) → 0101
1100(D) <op  4> 1010(S) → 1100
1100(D) <op  5> 1010(S) → 0011
1100(D) <op  6> 1010(S) → 1000
1100(D) <op  7> 1010(S) → 0111
1100(D) <op  8> 1010(S) → 1110
1100(D) <op  9> 1010(S) → 0001
1100(D) <op 10> 1010(S) → 0110
1100(D) <op 11> 1010(S) → 1001
1100(D) <op 12> 1010(S) → 0010
1100(D) <op 13> 1010(S) → 0100
1100(D) <op 14> 1010(S) → 1011
1100(D) <op 15> 1010(S) → 1101
Testing AMD Radeon Pro 5600M
1100(D) <op  0> 1010(S) → 1010
1100(D) <op  1> 1010(S) → 1010
1100(D) <op  2> 1010(S) → 1010
1100(D) <op  3> 1010(S) → 1010
1100(D) <op  4> 1010(S) → 1010
1100(D) <op  5> 1010(S) → 1010
1100(D) <op  6> 1010(S) → 1010
1100(D) <op  7> 1010(S) → 1010
1100(D) <op  8> 1010(S) → 1010
1100(D) <op  9> 1010(S) → 1010
1100(D) <op 10> 1010(S) → 1010
1100(D) <op 11> 1010(S) → 1010
1100(D) <op 12> 1010(S) → 1010
1100(D) <op 13> 1010(S) → 1010
1100(D) <op 14> 1010(S) → 1010
1100(D) <op 15> 1010(S) → 1010

I'd expect setLineWidth: to continue to exist as long as OpenGL does, at least on Apple GPUs, since I'm pretty sure they use it internally for the OpenGL → Metal translation layer, which is used for OpenGL support on Apple.  I think it's not showing up there because protocols aren't emitted into binaries, and no classes implementing MTLRenderCommandEncoder are in Metal.framework (they're all in the individual drivers).
The stand-in command encoder used by the Metal frame capture API (e.g. if you run from Xcode) implements more methods than the underlying command encoder may, and will blindly forward them.  So just checking if the command encoder has a method isn't enough, you have to call it from a @try {} to check if it throws an exception (or detect capture and api validation encoders and get their underlying encoders).  (e.g. capture encoders have a setPointSize: in addition to the setLineWidth:, which seems to actually exist on Apple GPUs but nothing else)
If you really wanted to expose them in MoltenVK, you'd have to either individually whitelist/blacklist GPUs, or test each feature at runtime to ensure they actually work.

hello i'm korean server developer slave. yayyyyy

PR #2137 fixes this for wide lines.

authors: billhollings jiseok419 spnda tellowkrinkle

repo: KhronosGroup/MoltenVK


text:
Headless rendering produces black images

I've been struggling to get headless rendering working on macos for a while now. The issue I have is that the vkCmdCopyImage function does one of two things in the following scenarios (which i discovered while fiddling around trying to get things working:

Only copies black invisible pixels

this happens when copying from an image that does not have VK_MEMORY_HOST_CACHED_BIT set on the image being copied

The value 0xB (\v)

this happens if the VK_MEMORY_HOST_CACHED_BIT is set on the image being copied

I thought that this would be fixed with the resolution these issues #838 #835, however I've updated to the latest vulkan sdk (1.2.141.0) which includes mvk 1.0.41 and the problem still persists.
I'm not doing anything fancy with vulkan other than rendering very simple sprite tiles or coloured shapes.
I would note that I'm using push constants in my shader stage (which I think have limited support in MVK?). Either way, even if I set the clear colour to pure red my images are still just black, so i don't think its a shader issue.
I have two test suites that run completely fine on both linux and windows that render some images and compare them against some pre-rendered images. On macOS everything else compiles and test asserts are all fine apart from the blank images. The frame rate is still comparable to windows/linux so its doing something and I'm getting no errors from the standard validation layers other than complaints about vkDestroyDevice when the program exits. (Not sure if there's other debugging tools I should be trying to use?)
To reproduce:
The project is fairly simple + open source and can be found here:
https://github.com/Bam4d/Griddly
The build instructions are straightforward and there's no external dependencies (Other than running git submodule init && git submodule update)
To build (5 mins build) just the tests and run them:
cmake .
cmake --build . --target Griddly_Test
ctest . --verbose will show all the tests failing with blank images
OR
./Debug/bin/Griddly_Test --gtest_filter="BlockObserverTest.defaultObserverConfig" (to run a single on of the failing render tests)
Thanks for your help in advance!

Thanks for submitting the test cases. I'll have a look as soon as I can. It might be a few days.

@Bam4d
I'm having trouble running the sample.
In the output from cmake ., I see:
-- Found Vulkan: /usr/local/lib/libvulkan.dylib
CMake Error at CMakeLists.txt:80 (pybind11_add_module):
  Unknown CMake command "pybind11_add_module".

-- Configuring incomplete, errors occurred!
See also "/Users/...../Griddly/CMakeFiles/CMakeOutput.log".

And then when running cmake --build . --target Griddly_Test, I see:
 make: *** No rule to make target `Griddly_Test'.  Stop.

Just running cmake --build . gets no further.
I attempted to linking to MoltenVK without doing a formal Vulkan install (my preferred way of running it, so I can swap out debug MoltenVK libraries), but I got:
CMake Error at /usr/local/Cellar/cmake/3.17.2/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:164 (message):
  Could NOT find Vulkan (missing: Vulkan_LIBRARY Vulkan_INCLUDE_DIR)
Call Stack (most recent call first):
  /usr/local/Cellar/cmake/3.17.2/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:445 (_FPHSA_FAILURE_MESSAGE)
  /usr/local/Cellar/cmake/3.17.2/share/cmake/Modules/FindVulkan.cmake:71 (find_package_handle_standard_args)
  CMakeLists.txt:50 (find_package)

Thanks for your reply.
Did you run git submodule init and git submodule update ? The pybind11 modules are part of a git submodule so it looks like they might not be available.
As for the vulkan linking... I believe that cmake tries to find vulkan by looking for the VULKAN_SDK environmental variable.
The find vulkan module is provided by cmake:
Docs
https://cmake.org/cmake/help/latest/module/FindVulkan.html
Code:
https://github.com/Kitware/CMake/blob/master/Modules/FindVulkan.cmake
The way I install vulkan_sdk on macOS at the moment is to use the provided ./install_vulkan.py script. So I guess in there it is setting the environmental variable?

Did you run git submodule init and git submodule update?

Yes...it turned out that those were failing due to lack of ssh permissions. Changing your .gitmodules to use http allowed me to proceed.
PR #926 fixes an issue in macOS where host coherent memory was not being copied back to a long-standing open host-coherent memory mapping.
With that fix in place...to get your tests to pass...in your code I had to change your use of VK_MEMORY_HOST_CACHED_BIT to VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, since you weren't using vkInvalidateMappedMemoryRanges(), which the Vulkan spec requires the use of to sync host memory if you are not using host-coherency:

VK_MEMORY_PROPERTY_HOST_COHERENT_BIT bit specifies that the host cache management commands vkFlushMappedMemoryRanges and vkInvalidateMappedMemoryRanges are not needed to flush host writes to the device or make device writes visible to the host, respectively.

A few of your tests are still failing, but they don't seem to be related directly to this issue. Can you test, and if the host-update after copy issue is fixed, please close this issue.

Is there a tutorial/instructions anywhere to build against the fix you have here? I'm using the setup provided with the sdk so not sure how to swap in the "fixed" code? Is there a set of .dylib artifacts anywhere i can just swap or do I have to build them locally?
Thanks

Is there a tutorial/instructions anywhere to build against the fix you have here?

You can easily swap a fresh build of MoltenVK into the SDK:

Clone this repository.
Follow the instructions in README.md to build the MoltenVK binaries.
Do either one or the other of the following:

Replace vulkansdk/macOS/lib/libMoltenVK.dylib in the SDK install location with Package/Latest/MoltenVK/macOS/dynamic/libMoltenVK.dylib from the MoltenVK repo
Modify the VK_ICD_FILENAMES build setting of your app to point to Package/Latest/MoltenVK/macOS/dynamic/MoltenVK_icd.jsonin the MoltenVK repo.

Hi @billhollings Thanks very much for the info on how to test.
I've got this working and the images are being produced correct in most cases.
I think there is a potential synchronization issue with the memory read or write however because I have random test failures where the images have artifacts or are still completely black. In most cases they are fine. but running the test suites, random tests will fail with these issues.
You mentioned that there were some test failures that were not directly related? Are these the issues you are seeing also?
Would you prefer I create a new ticket with the issues and close this one as it's mostly working?

You mentioned that there were some test failures that were not directly related? Are these the issues you are seeing also?

I just noticed 4 or 5 tests in your suite were still failing. But I didn't run it more than once, so I didn't notice whether they were race conditions or not.

Would you prefer I create a new ticket with the issues and close this one as it's mostly working?

Yeah...based on your description, they don't seem directly related. If you can close this and open another ticket that is focused on what is currently going wrong, that would be best.

OK cool will close and re-open another ticket.


text:
Converting SPIR-V to MSL leads to use of undeclared variable

I was trying to convert SPIR-V to MSL using SPIRV-Cross and found that when a GLSL shader has variable declarations inside a switch statement like the following:

// GLSL:
switch(0)
 {
   case 0:
     int a = 1;
   case 1:
     int b = 1;
 }

SPIRV-Cross seems to move all declarations in each case into the first case of the switch statement leading to an invalid shader:
 // MSL:
 switch (0)
   {
       case 0:
       {
           int a = 1;
           int b = 1;
           int c = 1;
           break;
       }
       case 1:
       {
           b = 1; // error: use of undeclared identifier 'b'
           c = 1;
           break;
       }
       case 2:
       {
           c = 1;
           break;
       }
   }

Versions:

SPIRV-Cross: built from source (commit 05ea055096df8b7b8b3e3f7e121279acf83f74c0)
glslangValidator: Glslang Version: 7.12.3226

Steps to reproduce:

Convert the GLSL shader to SPIR-V using glslangValidator with the command glslangValidator -V sample.frag -o sample.spv
Convert the SPIR-V to MSL using SPIRV-Cross with the command spirv-cross --msl sample.spv --output result.msl

Note that before running SPIRV-Cross, I also used spirv-val to check that the SPIR-V produced by glslangValidator is valid.

This archive contains the original fragment shader, the associated SPIR-V, and MSL shader.

Issue found using GraphicsFuzz.

Pretty sure this is due to lack of fall-through case handling, but I'll need to reproduce first.

This was kind of fixed two weeks ago, but the code-gen is still duplicated, so that needs to be fixed.

authors: HansKristian-Work jiradeto

repo: KhronosGroup/SPIRV-Cross


text:
Add support for animating blend shapes

Blend shapes are populated correctly from glTF today, but animations targeting the weights are not.

Hi there,
Is there any updates about it ?
It seems the ouput from samplerCache.Output.AccessorContent (in GLTFSceneInporter.cs : ConstructClip function ) contains null elements instead of having the morph animated values.
Do we have to search around the GLTFSerialization project ?
Thank in advance,
Regards

Please update to the latest version and open a new issue if the problem persists. Thanks!

repo: KhronosGroup/UnityGLTF


text:
Add paragraph on HLSL runtime compilation

This PR adds a new paragraph to the HLSL chapter showing how to use DXC as a library for compiling HLSL shaders at runtime.

Awesome addition! Thanks again for filling the HLSL gap in the guide

authors: SaschaWillems sfricke-samsung

repo: KhronosGroup/Vulkan-Guide


text:
Add back Vulkan::Loader only for Apple builds

Otherwise you can't use vulkan layers on MacOS

https://github.com/KhronosGroup/Vulkan-Tools/pull/923

repo: KhronosGroup/Vulkan-Tools


text:
build: Update cmake_minimum_required(VERSION 3.11.3)

Change-Id: Ie9e288bab742df9db8207db63a27661fb452fdfa

Withdrawing.  Will be using 3.12.4 instead.


text:
Invalid joints array in exported GLTF when mesh object is not parented to the armature and there are empties parented to bones

Describe the bug
When there is a non-bone node (e.g. empty) parented to a bone and another node with a mesh and armature modifier that is not parented to the armature, exported joints array in GLTF skin contains reference to the non-bone node. At the same time inverseBindMatrices points to an accessor that has a proper count (not including non-bone node) making GLTF file invalid (inverseBindMatrices accessor should have at least as many values as there is elements in joints array)
To Reproduce
Steps to reproduce the behavior:

Create a box
Create an armature
Set box parent to armature with automatic weights
Create empty
Switch to pose mode and set empty object parent to an armature bone
Clear parent reference of the box object making it a top level node
Export GLTF file

Expected behavior
In exported GLTF file Skin.joints array should contain only 1 element (the only bone of created armature) but it contains 2. There is index of empty object which is not a bone and shouldn't be there.
.blend file/ .gltf
bug.zip
Version

OS: Linux Mint 20.3
Blender Version: 3.0.0

Hello,
Confirmed.
Not setting the mesh as child of the armature is not the proper way to skin in Blender.
See https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html
This bug is already solved in current refactoring of the exporter (see #1378)

Not setting the mesh as child of the armature is not the proper way to skin in Blender.
See https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html

Well, it may be non-standard approach but it works in Blender 2.82/3.0.0 (armature modifier still works on the mesh). It is also the only way I know to make skinned mesh a top level node in exported GLTF. I needed it for my custom tool which does not support node hierarchy. It's worth noting that gltf-validator recommends having skinned meshes as top-level nodes. Currently I get the following warning if the mesh is a child of the armature: Node with a skinned mesh is not root. Parent transforms will not affect a skinned mesh.glTF Validator(NODE_SKINNED_MESH_NON_ROOT). So perhaps GLTF exporter should apply transforms and clear skinned mesh parent during export.

Unfortunally, there is no 100% coverage on Blender / glTF. What is a best practice on one side is not recommanded in other side, and vice-versa. (This ticket is an example, but this is not the only one). We need to find for every case the best way.

So perhaps GLTF exporter should apply transforms and clear skinned mesh parent during export.

This is not possible with current master architecture, but I will have a look with new vtree architecture. Seems this should be possible

Fixed by 69746b2b31eeee080d5dfd3c74f1e02742795ed2

authors: julienduroure rafalh

repo: KhronosGroup/glTF-Blender-IO


text:
Any imported GLTF model switches engine to EEVEE

Describe the bug
Any imported GLTF model switches render engine to EEVEE.
To Reproduce
Steps to reproduce the behavior:

Open Blender
Switch render engine to Cycles
Import any GLTF model / scene
Check render engine

Expected behavior
Render engine shouldn't be switched to EEVEE.
Version

OS: Windows 10 64-bit
Blender Version:

Hello,
This was, at first, something intentional (based on 2.79 where we switch to Cycles), but OK, this is maybe time to enhance that and keep the render engine of user).
Setting this as enhancement, this is something quite easy to implement.
Thanks

Fixed in 2fbc5ab3d8ef2eeac4968f9bd89123b27f30bb42

authors: EtagiBI julienduroure


text:
Blender 2.82a glTF 1.2.18 Exports PSD as JPG, there is no PNG option any more

Blender 2.82a with Manually updated glTF Exporter 1.2.18 from Blender 2.83 (1.2.18) as well as the downloaded 1.2.48 from git repo.
Need the exported textures to be in PNG format from my working PSD textures, can't have them being saved to JPG as we need to do arbitrary post export compression of textures to work within our games size limits.
Bug Blender 2.82a glTF 1.2.18 Exports PSD as JPG, there is no PNG option any more.zip

This was changed by #882.
It seems that though Blender can open PSDs, internally it just converts it to a JPEG, which is why the exporter treats it like one. If you check the image.file_format field it's 'JPEG', if you go to "Save As" Blender will try to save it as a JPEG, etc.
What we could do is check if the image came from a file and that file ends in .psd/.PSD`, and use PNG in that case.
This also means it's possible to have an image that's JPEG format, but whose file on disk isn't a JPEG. Will need to check that that's handled correctly...

authors: Joel-Hjerten scurest


text:
Cannot read properties of null (reading 'removeEventListener')     at index.js:1

index.js:1 Uncaught TypeError: Cannot read properties of null (reading 'removeEventListener')
at index.js:1
at HTMLUnknownElement.callCallback (react-dom.development.js:3945)
at Object.invokeGuardedCallbackDev (react-dom.development.js:3994)
at invokeGuardedCallback (react-dom.development.js:4056)
at flushPassiveEffectsImpl (react-dom.development.js:23543)
at unstable_runWithPriority (scheduler.development.js:468)
at runWithPriority$1 (react-dom.development.js:11276)
at flushPassiveEffects (react-dom.development.js:23447)
at performSyncWorkOnRoot (react-dom.development.js:22269)
at react-dom.development.js:11327
at unstable_runWithPriority (scheduler.development.js:468)
at runWithPriority$1 (react-dom.development.js:11276)
at flushSyncCallbackQueueImpl (react-dom.development.js:11322)
at flushSyncCallbackQueue (react-dom.development.js:11309)
at scheduleUpdateOnFiber (react-dom.development.js:21893)
at dispatchAction (react-dom.development.js:16139)
at Header.jsx:21
this error occurs when the date picker component is removed from Dom

index.js:1 Uncaught TypeError: Cannot read properties of null (reading 'removeEventListener')
at index.js:1
at HTMLUnknownElement.callCallback (react-dom.development.js:3945)
at Object.invokeGuardedCallbackDev (react-dom.development.js:3994)
at invokeGuardedCallback (react-dom.development.js:4056)
at flushPassiveEffectsImpl (react-dom.development.js:23543)
at unstable_runWithPriority (scheduler.development.js:468)
at runWithPriority$1 (react-dom.development.js:11276)
at flushPassiveEffects (react-dom.development.js:23447)
at performSyncWorkOnRoot (react-dom.development.js:22269)
at react-dom.development.js:11327
at unstable_runWithPriority (scheduler.development.js:468)
at runWithPriority$1 (react-dom.development.js:11276)
at flushSyncCallbackQueueImpl (react-dom.development.js:11322)
at flushSyncCallbackQueue (react-dom.development.js:11309)
at scheduleUpdateOnFiber (react-dom.development.js:21893)
at dispatchAction (react-dom.development.js:16139)
at Header.jsx:21
this error occurs when the date picker component is removed from Dom

check here:
https://github.com/Kiarash-Z/react-modern-calendar-datepicker/issues/286#issuecomment-927020181

Any update on this bug? I am having the same error.

Is this package abandoned?

Hi @amir04lm26 , Your forked version is working smoothly and seems there is no bugs. do you have any plans on releasing a npm package? at least until main team fix occurred bugs and release new version of their own package

Hi Rezaabdi78, As you had requested, I've published the forked version that fixes the compatibility with react v17 and, here's the package: https://www.npmjs.com/package/@amir04lm26/react-modern-calendar-date-picker

God bless you 👍 ❤


text:
Very basic HTML templating for exports.

I moved the displayHtml() method into a BaseExportController class.
I changed the exportControllers in the menus into singletons.
The displayHtml() method now checks for a template file before using the default template.

The "templating" is very, very basic. It replaces the string "%%CONTENT%%" in the template with the data.
If you approve these changes, the next step would likely be to include a templating engine (maybe freemarker?), have the exportControllers give displayHtml() a model instead of a string, and include default templates as resources.

@KevBelisle have you thought about using freeMarker for the templating engine instead of reconstructing our own?
http://freemarker.org/

@kingargyle : I actually mentioned the possibility of using freemarker in my comment ;)
The simple solution I implemented was very quick since it reuses the data-to-html-table conversion that was used previously.
I wanted to know what @Killerardvark's thoughts were first, since moving to a more in depth templating engine like freemarker might require adding in viewmodels as an intermediary step between the data and the template.
Personally, I'm all for going with freemarker, and if we decide to go with it, I suggest NOT merging this pull request. I'll submit a new pull request with freemarker templates.

My only concern is compatibility. I want exports to be simple for the average user. If you can stick to that, feel free to make updates to the export sections.

Let me know if you plan on making additions or changes, otherwise I'll merge everything in.

Maybe have an advance template implementation that can be enabled through a preference section?  This way the basic stays as the default, and if somebody needs or wants the advanced section they have to enable it specifically themselves.

@Killerardvark : I plan on adding in freemarker templating. I should hopefully have a pull request with that next week.
I'll close this pull request and create an issue for further discussion.

authors: KevBelisle Killerardvark kingargyle

repo: Killerardvark/CryodexSource


text:
好像不行

gd链接是：https://drive.google.com/file/d/1gwbp_kwqzodZ4ODUTqHK7tmcGL04f5Ms/view?usp=sharing
转换后的连接：https://214214.xyz/tools/dlink/?id=1gwbp_kwqzodZ4ODUTqHK7tmcGL04f5Ms
打开直接提示
Bad Request
Error 400

但是之前那个大佬的可以，https://gdlink.vrt.app/?id=1gwbp_kwqzodZ4ODUTqHK7tmcGL04f5Ms

已处理，现在可以用了。

你这是跳回原大佬的连接去了？

需要确认下载的大文件先暂时跳到他的cf worker链接里面，
谷歌网盘下载大文件需要验证cookie。否则拒绝访问。
回头再写一个直接调用谷歌api的。到时候就可以直接下载了。
抱歉，先暂时这样处理了，后续会更新。

好吧，大佬加油

authors: Kimiato eicky

repo: Kimiato/DriveDirectLink


text:
🛑 FSDH INT is down

In da6f7e9, FSDH INT (https://fsdh-portal-app-int.azurewebsites.net/register) was down:

HTTP code: 0
Response time: 0 ms

Resolved: FSDH INT is back up in 9d9031c after 22 minutes.

repo: KingBain/proto-datahub-uptime


text:
🚀Preview Release

Issues Released

#13
#15
#17
#19

Perform Release ToDo List

[x] Release PR linked to this issue.
[X] Add 🚀Preview Release label to this issue.
[x] All issues listed in the Issues Released section above.
[x] All issues in the Issues Released section are closed and all issue tasks are complete.
[x] All unit tests have been executed locally and have passed. (Check out the appropriate release branch before running tests).
[x] Version in project file updated (All changes made directly on the release branch).
[x] Release notes created and added (All changes made directly on the release branch).
[x] ~Manual QA Testing completed (if applicable).~
[ ] Pull request has been approved and merged into a release branch before performing the release. (Releases are performed on preview branches).
[ ] Release to preview complete. (The release is performed by running the 🚀Preview Release workflow).

Post-Release ToDo List

[ ] The GitHub release has been created and is correct.
[ ] If applicable, the NuGet package has been successfully deployed to nuget.org.
[x] ~Announcement of release on Twitter verified (if applicable). (Announcement should be performed automatically with the release).~
[x] ~Announcement has been pushed to the Discord channel.~

Additional Information:
Unit Tests
Reasons for local unit test execution:

Unit tests might pass locally but not in the CI environment during the status check process or vice-versa.
Tests might pass on the developer's machine but not necessarily on the code reviewer's machine.

Version Updating
The version can be updated by setting the values of the <Version/> and <FileVersion/> XML tags in the project file.
<!--Syntax for preview releases-->
<Version>1.2.3-preview.4</Version>
<FileVersion>1.2.3-preview.4</FileVersion>

Release Notes
The release notes go into the appropriate folder:

Preview Release Notes go into the ~/Documentation/ReleaseNotes/PreviewReleases folder.

Release note file names must follow a particular syntax and are in markdown format so they can be added to the release.
Release Notes File Name Syntax:

Preview Release Notes:

Syntax: Release-Notes-v<major>.<minor>.<patch>-preview.<prev-num>.md
Example: Release-Notes-v1.0.0-preview.4.md

Changes such as release notes and version updates should be committed to the same source branch in the pull request attached to this issue.

Code of Conduct

[X] I agree to follow this project's Code of Conduct

The release todo item not performed:

[x] ~Manual QA Testing completed (if applicable).~

Reason: No manual QA testing was done this release due to it not being ready.  All testing was done during development.

The announcements below will not be performed:

[x] ~Announcement of release on Twitter verified (if applicable). (Announcement should be performed automatically with the release).~
[x] ~Announcement has been pushed to the Discord channel.~

Reason:  This is because this project does not need or required any announcements.

repo: KinsonDigital/CICD


text:
[FEATURE REQUEST] Like, Save and Share options for each portfolio

Is your feature request related to a problem? Please describe.
No
Describe the solution you'd like
Implement Like, Save and Share options for each portfolio cards, display the total number of likes each portfolio got (should be dynamic and live across the site). The database setup(supabase) and auth pages are already implemented.
Additional context
The portfolio card should look like

Hey @Kiran1689 , I'd love to work on this issue. Is it also possible to break this down into three issues each for like, save and share?

Hey @Kiran1689 , I'd love to work on this issue. Is it also possible to break this down into three issues each for like, save and share?

@KartikChinda Please create new separate issues and mention this issue in them.

@Kiran1689 Hello there! Just wondering what's the status of this feature request and maybe I could take over one of the subissues if that is okay with everyone?

@blacksheepIV Go ahead!!

authors: KartikChinda Kiran1689 blacksheepIV


text:
TagBot trigger issue

This issue is used to trigger TagBot; feel free to unsubscribe.
If you haven't already, you should update your TagBot.yml to include issue comment triggers.
Please see this post on Discourse for instructions and more details.
If you'd like for me to do this for you, comment TagBot fix on this issue.
I'll open a PR within a few hours, please be patient!

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/66855

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/69526

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/72434

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/85362

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/91077

Triggering TagBot for merged registry pull request: https://github.com/JuliaRegistries/General/pull/91277


text:
Pinning and unpinning messages based on reaction

If the author of a message reacts to their own message in #The-Accountability-Club with the push-pin emoji it should be pinned.
If they remove the reaction, the message should be unpinned.

I'll get this one! I use #accountability-station a lot and would love to tackle this :) Blocking out time this week to learn this stuff and on Monday will get around to this. Logistically doesn't seem like too much... 😅

Quick note for feature:

A reminder when a list has been pinned for more than a week, i.e. "How's your progress on your pin from x/x/x? Shall I unpin it?"

authors: Dendrobyte Moesgaarda

repo: Knights-Of-Academia/horace


text:
Add KninosMV's file

hgf

gdf

hgf

fdd

gfh

fghgf

repo: KninosMV/github-slideshow


text:
Fix documentation links

Alternatively, the documentation files could be renamed to .markdown

Thank you @tacman

authors: garak tacman

repo: KnpLabs/KnpMenu


text:
Support for particles?

This doesn't work with animated particles.

I'm not sure if shaders are supposed to work with particles or how to code that.
Does a simple shader, e.g. color invert, work correctly?

I'm not sure if shaders are supposed to work with particles or how to code that. Does a simple shader, e.g. color invert, work correctly?

the problem is animated particles require a canvas material with the particles animation flag to be set to true as well as the h and v frames to be set.
but it doesn't work because I this shader takes up the material slot

Maybe modifying this to extend Texture2D instead of being a shader woulg be a possible alternitive...
https://github.com/BanchouBoo/PaletteSwapTexture/blob/master/addons/Palette Swap/PaletteSwapTexture.gd

That would be to slow for an animation, until https://github.com/godotengine/godot-proposals/issues/7379 is implemented.
I'll see if there is a way to copy CanvasItemMaterial code into the shader, but I don't promise anything.

shader_type canvas_item;

render_mode blend_mix;
uniform int particles_anim_h_frames;
uniform int particles_anim_v_frames;
uniform bool particles_anim_loop;

uniform sampler2D palette : filter_nearest;
uniform bool skip_first_row = true;
uniform bool use_palette_alpha = false;
uniform float fps = 6;

void vertex() {
	float h_frames = float(particles_anim_h_frames);
	float v_frames = float(particles_anim_v_frames);
	VERTEX.xy /= vec2(h_frames, v_frames);
	float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);
	float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));
	if (!particles_anim_loop) {
		particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);
	} else {
		particle_frame = mod(particle_frame, particle_total_frames);
	}	UV /= vec2(h_frames, v_frames);
	UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);
}

void fragment() {
	vec4 original_color = texture(TEXTURE, UV);
	ivec3 colori = ivec3(round(original_color.rgb * 255.0));

	ivec2 color_count = textureSize(palette, 0);

	float idx = -1.0;
	for (int i = 0; i < color_count.x; i++) {
		vec3 color2 = texture(palette, vec2(float(i) / float(color_count.x - 1), 0)).rgb;
		ivec3 colori2 = ivec3(round(color2 * 255.0));

		if (colori == colori2) {
			idx = float(i);
			break;
		}
	}

	if (idx >= 0.0) {
		vec2 uv;
		uv.x = idx / float(color_count.x - 1);
		uv.y = (mod(TIME * fps, max(float(color_count.y - 1 - int(skip_first_row)), 1.0)) + float(skip_first_row))  / float(color_count.y - 1);

		vec4 palette_color = texture(palette, uv);
		COLOR = vec4(palette_color.rgb, mix(original_color.a, palette_color.a, float(use_palette_alpha)));
	} else {
		COLOR = original_color;
	}
}

Hmm I tested this and realized...
This won't work since the particles and sprite have separate textures.
Setting h and v frames on this now makes the sprite get clipped.

repo: KoBeWi/Godot-Palette-Swap-Shader


text:
fix(kdf_operations): reduce wasm log verbosity in release mode

Only log pre-cast responses on wasm in debug mode.
CI integration test log zip size:

before integration: 28.5 KB
after integration: 134 KB

@CharlVS Could we at some point refactor komodo_defi_framework to use dart logging instead of the callback function? Using dart logging allows for log levels, so we can leave verbose and debug logs in the code without it flooding the log files in release mode.
The print statement that I changed looks like something useful in debugging, but it is probably not necessary in release mode. We could leave statements like that in using log.fine, along with additional log statements in that vein, without having to worry about affecting the size of the logs (assuming that the default threshold is LogLevel::INFO).
I used dart logging in komodo_wallet_build_transformer, so there are examples of changing the log output location and using the log levels to change the verbosity level of the logs.

Changing the output log stream to stdout
Using FINE for verbose/debugging logs and severe for exceptions

repo: KomodoPlatform/komodo-defi-sdk-flutter


text:
Unsupported DataType : Bool using pythonvariable in PythonConfig

setting Bool in  pythonvariables  as follows ,
.pythonInput("inputVar", PythonVariables.Type.BOOL.name())
Getting the below error .
Caused by: java.lang.Exception: Unsupported python input type: Boolean ( PythonUtils.java)
Caused by: java.lang.Exception: Unsupported python input type: Boolean
at org.datavec.python.PythonUtils.schemaToPythonVariables(PythonUtils.java:126)
at org.datavec.python.PythonTransform.setInputSchema(PythonTransform.java:126)
Test Source available in the below fork.
https://github.com/RabertNIDrive/konduit-serving
Branch :  nidrive/pythonpipelinetest

@farizrahman4u

repo: KonduitAI/konduit-serving


text:
[Feature Request] Refactor rename for existing environment variables

Insomnia Version: 7.0.3
Operating System: Ubuntu 18.04.3 LTS

Details
When I try to rename environment variables, all request that use old variable show error "attempted to output null or undefined value".
so I also need to check each request and rename its variable. This process (refactor rename) could be automate in the same way IDE try to refactor rename a variable by find usages and applying rename.
I think its relate to #1001 but I'm not sure that this is the same issue or can be solved using same solution.
My proposed solution for this is adding the feature when user click the variable in one request so Edit Variable modal window is open and add some button that function as refactor rename.

+1 I would also appreciate a feature to rename an env variable across all usages!

authors: Izzur dustinmichels

repo: Kong/insomnia


text:
Anti-virus reporting a permissions issue with a build artifact file

When installing insomnia on my machine, my anti-virus detected that it is a malicious one and shows that a js file has a problem. Guys is this a bug or purposeful?

Hi @naruto112, as long as you downloaded from official channels (github releases, Linux snap store, insomnia.rest, etc), it is most definitely not purposeful.
Could you please add any further information about particular files your antivirus is reporting? In the past I remember seeing something about a .crypto file.
Additionally, which version you are trying to install, was version your OS is, and where you downloaded Insomnia from/method of installation.
Thank you!

Hello, I downloaded it directly from the official website. I will send an image of the file in which the anti-virus relatoy.

It looks like FortiClient which is also Electron, contains that file, as well as Skype, just looking at the error messages there. This is just one of the build artifacts, we can take a look but I'm not sure the likelihood of a fix existing for it. Which antivirus are you using?
Note: I will rename this issue to reflect this information. 😄

Hi, the name is  cleaMyMac
site: https://cleanmymac.com/pt

Hi @naruto112
Do you receive the same error when using our latest release located here: https://github.com/Kong/insomnia/releases/tag/core%402022.6.0-beta.4

authors: develohpanda kreosus naruto112


text:
Upgrade kong version and openresty problem.

Add the stream module to kong and recompile openresty.
phenomenon:
1, pl_utils.executeex (cmd) in / usr / local / share / lua / 5.1 / kong / cmd / utils / prefix_handler.lua always returns an error.
local ok, _, _, stderr = pl_utils.executeex (cmd)
Where the stderr some do not understand, why should match from the error.
2, / usr / local / share / lua / 5.1 / kong / cmd / reload.lua will also be a problem.
What does kong depend on? Can I provide a document that can be compiled or passed?
demand:
Upgrade openresty to the latest version. You can add modules to openresty. At this time kong can be normal reload.
Can I provide a document? Or help solve the next. Too painful. Thank you
./configure --prefix=/usr/local/openresty
--with-stream
--with-stream_ssl_module
--with-cc-opt=-O2
--with-pcre=pcre-8.40
--with-openssl=openssl-1.0.2l
--with-pcre-jit
--with-ipv6
--with-http_realip_module
--with-http_ssl_module
--with-http_stub_status_module
--with-http_v2_module
Error:
/usr/local/share/lua/5.1/kong/cmd/reload.lua:24:
stack traceback:
[C]: in function 'assert'
/usr/local/share/lua/5.1/kong/cmd/reload.lua:24: in function 'cmd_exec'
/usr/local/share/lua/5.1/kong/cmd/init.lua:88: in function </usr/local/share/lua/5.1/kong/cmd/init.lua:88>
[C]: in function 'xpcall'
/usr/local/share/lua/5.1/kong/cmd/init.lua:88: in function </usr/local/share/lua/5.1/kong/cmd/init.lua:45>
/usr/local/bin/kong:7: in function 'file_gen'
init_worker_by_lua:47: in function <init_worker_by_lua:45>
[C]: in function 'xpcall'
init_worker_by_lua:54: in function <init_worker_by_lua:52>
The final analysis of the wrong location：
local ok, _, _, stderr = pl_utils.executeex (cmd)
1、/usr/local/openresty/bin/resty -v
2、chmod +x ......serf.sh

Hello, that error seems to indicate that the Penlight Luarock is not installed/available in your system. The documentation for installing Kong can be found here: https://konghq.com/install/ . Please follow the instructions that match your system (you seem to be installing the "Source" version of Kong, but I can't say for sure).
I am closing this is issue now, if you have more questions please use the gitter chat.

authors: kikito kingljl

repo: Kong/kong


text:
Bump Gateway API to 1.0 GA

Is there an existing issue for this?

[X] I have searched the existing issues

Problem Statement
As soon as Gateway API 1.0.0 GA (non-RC) is out, bump the dependency in KIC.
Proposed Solution
ditto
Additional information
https://github.com/kubernetes-sigs/gateway-api/releases
Acceptance Criteria

[ ] KIC's go.mod builds from Gateway API v1.0.0

Blocked by 1.0.0 GA not being released yet.

repo: Kong/kubernetes-ingress-controller


text:
chore: fix error messaging

as title:)

Hi @ymittal, many thanks for your contribution.
Our team is on holiday, we will come back and review your PR.
Have a good day

Hi, I merged your PR manually.
Thanks for your contribution.

authors: saltict ymittal

repo: Koniverse/SubWallet-Extension


text:
how to stop auto instantiated editor

Hi KonnorR,
I'm interested in this editor, but I don't want it to be instantiated automatically. I want to initialize only one specific tag and set some extensions just like
new Editor({
  element: document.querySelector('.element'),
  extensions: [
    Document,
    Paragraph,
    Text,
  ],
  content: '
Example Text
',
  autofocus: true,
  editable: true,
  injectCSS: false,
})

Do you think rhino editor can do it? How to do it? THANKS @KonnorRogers

@DylanZella In the Setup Section on the docs you can see how to initialize without auto-instantiating.
https://rhino-editor.vercel.app/tutorials/setup/
Example:
import { TipTapEditor } from "rhino-editor/exports/elements/tip-tap-editor.js"

// https://tiptap.dev/api/extensions/character-count
import CharacterCount from "@tiptap/extension-character-count"
import { html } from "lit"

class ExtendedEditor extends TipTapEditor {
  extensions () {
    this.characterCountLimit = 240
    return [
      // Uses all existing extensions so we're only appending
      ...super.extensions(),

      // Adds character counter
      CharacterCount.configure({
        limit: this.characterCountLimit,
      })
    ]
  }

  render () {
    return html`
      ${super.render()}

        ${this.editor?.storage.characterCount.characters()}/${this.characterCountLimit} characters

        ${this.editor?.storage.characterCount.words()} words

    `
  }
}

ExtendedEditor.define("extended-rhino-editor")

authors: DylanZella KonnorRogers

repo: KonnorRogers/rhino-editor


text:
TypeError: undefined is not an object (evaluating '_ref2.type')

안녕하세요. 한국분 같아서 한국말로 문의드립니다.
제공된 Translator 컴포넌트는 제대로 작동하지만, 훅은 작동을 하지 않습니다.
제공된 테스트 코드를 똑같이 구동해보았습니다.
await translate("en", "fr", value) 호출 시 아래와 같은 promise 오류가 발생합니다.
Possible Unhandled Promise Rejection (id: 0):
TypeError: undefined is not an object (evaluating '_ref2.type')

even im getting the same error

@beliemun @rohankm
I upgraded version of rn & webview. check again new at version (1.1.4).

안녕하세요. 한국분 같아서 한국말로 문의드립니다. 제공된 Translator 컴포넌트는 제대로 작동하지만, 훅은 작동을 하지 않습니다. 제공된 테스트 코드를 똑같이 구동해보았습니다. await translate("en", "fr", value) 호출 시 아래와 같은 promise 오류가 발생합니다.
Possible Unhandled Promise Rejection (id: 0):
TypeError: undefined is not an object (evaluating '_ref2.type')

my solution working in my project i am facing same issue like you
-> implement  like this in your main or navigation screen
-> rebuild project
import {TranslatorProvider} from 'react-native-translator';

const Navigation = () => {
  return (
<TranslatorProvider>
      <NavigationContainer>
        <Stack.Navigator
          initialRouteName="Splashscreen"
          screenOptions={{headerShown: false}}>
          <Stack.Screen name="Splashscreen" component={Splashscreen} />
          <Stack.Screen name="Loginscreen" component={Loginscreen} />
          <Stack.Screen name="Homescreen" component={Homescreen} />
          </Stack.Navigator>
      </NavigationContainer>
    </TranslatorProvider>
    )
    }

authors: KoreanThinker beliemun harshchi5 rohankm

repo: KoreanThinker/react-native-translator


text:
Report Format

Current JSON format is inefficient for both on-disk and in-memory storage. Change how frame/variance data is stored.
Current format:
frameVarianceRecords: {
    frameIndex: number,
    variance: number,
}[]

New format:
frameVarianceRecords: {
    frameIndices: number[],
    varianceValues: number[],
}

Also create separate .json reports for each dispatch (currently doing one report per benchmark).
Add full JSON format to README.
Verify that validators are up to date with Unity code.
Also consider BSON, MessagePack

At the very least Unity's serialization should be replaced with Json.NET, which properly serializes nested objects.

repo: KosRud/Material-Clustering-Benchmark


text:
Convert GitHub and IMDB notebooks back to the Gradle projects with Compiler Plugin support

Highly likely it should be a separate project for a while

Let's make it a separate project inside this repo maybe

I will track changes for SQL here

authors: koperagen zaleslaw

repo: Kotlin/dataframe


text:
Fix Overflow in some Cellphones due to ViewPort

Fix wrong bottom spacing due to vh not including hidding nav bar from browser

Thanks for these fixes! 😊

authors: ELC Kovah

repo: Kovah/Taboo


text:
Add support for Essential Properties

For both comp & layers

This is kind of possible, given you can access essential properties on a comp, as long as it's a layer in another comp.
app.project.activeItem.layer(1).essentialProperty.property(1)

authors: matt-volp zlovatt

repo: KraftyFX/aex


text:
🛑 📆 Krisnetics Cal.com is down

In 2596ef5, 📆 Krisnetics Cal.com (https://cal.krisnetics.biz/) was down:

HTTP code: 503
Response time: 428 ms

Resolved: 📆 Krisnetics Cal.com is back up in 22da644 after 7 minutes.

repo: KrisKodira/uptime-monitor