Game unplayable with controller while mod activated

Hello!
I'm unable to play with a controller while having this mod enabled (Xbox controller is what I'm using). When any button on the controller is pressed, the character will rapidly switch between different emotes (very quickly, less than a second per emote).
I've confirmed it was this mod causing the issue (disabled all other mods but this one and tried using a controller).
Here is some of the error log (I've removed some personal identifier stuff and the 1000+ lines of "[Error  : Unity Log] Hardware not supported for Volumetric Materials", the latter of which is just my graphics card).

[Message:   BepInEx] BepInEx <IP_ADDRESS> - Lethal Company (12/3/2023 7:44:57 PM)
[Info   :   BepInEx] Running under Unity v2<IP_ADDRESS>51836
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader <IP_ADDRESS>]
[Info   :   BepInEx] 1 patcher plugin loaded
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 1 plugins to load
[Info   :   BepInEx] Loading [TooManyEmotes 2.2.6]
[Info   :TooManyEmotes-2.2.6] BindingConfigs
[Info   :TooManyEmotes-2.2.6] Initializing custom emote hotkeys.
[Info   :TooManyEmotes-2.2.6] Successfully loaded 28 animation clips from asset bundle: Assets/emotes_complementary
[Info   :TooManyEmotes-2.2.6] Successfully loaded 99 animation clips from asset bundle: Assets/emotes_0
[Info   :TooManyEmotes-2.2.6] Successfully loaded 131 animation clips from asset bundle: Assets/emotes_1
[Info   :TooManyEmotes-2.2.6] Successfully loaded 90 animation clips from asset bundle: Assets/emotes_2
[Info   :TooManyEmotes-2.2.6] Successfully loaded 8 animation clips from asset bundle: Assets/emotes_3
[Info   :TooManyEmotes-2.2.6] Successfully loaded 11 animation clips from asset bundle: Assets/emotes_special
[Info   :TooManyEmotes-2.2.6] Successfully loaded radial menu asset.
[Info   :TooManyEmotes-2.2.6] Loaded 27 emote props.
[Info   :TooManyEmotes-2.2.6] Loading 143 dmca-free audio clips.
[Info   :TooManyEmotes-2.2.6] Loading 152 dmca audio clips.
[Info   :TooManyEmotes-2.2.6] TooManyEmotes finished loading!
[Message:   BepInEx] Chainloader startup complete
[Info   : Unity Log] Saving changed settings
[Info   : Unity Log] subcribing to steam callbacks
[Info   : Unity Log] Returning week num: 39
[Info   : Unity Log] week num: 39
[Info   : Unity Log] host button pressed
[Info   : Unity Log] Returning week num: 39
[Info   : Unity Log] Displaying menu message
[Info   : Unity Log] Connection approval callback! Game version of client request:
[Info   : Unity Log] Joining client id: 0; Local/host client id: 0
[Info   : Unity Log] Stopped connection approval callback, as the client in question was the host!
[Warning: Unity Log] [Netcode] You cannot decline the host connection. The connection was automatically approved.
[Info   : Unity Log] started host!
[Info   : Unity Log] are we in a server?: True
[Info   : Unity Log] Lobby has been created
[Warning: Unity Log] [Dissonance:Recording] (01:30:00.621) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0.2502635)
[Info   :TooManyEmotes-2.2.6] Loading AudioManager preferences.
[Info   : Unity Log] Enabling connection callbacks in StartOfRound
[Info   : Unity Log] Began listening to SceneManager_OnLoadComplete1 on this client
[Info   :TooManyEmotes-2.2.6] Initializing emote menu
[Info   :TooManyEmotes-2.2.6] Loading AudioManager preferences.
[Info   :TooManyEmotes-2.2.6] Loading ThirdPersonEmoteController preferences.
[Info   :TooManyEmotes-2.2.6] Initializing animation renderer
[Warning: Unity Log] damageTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[Info   : Unity Log]<PHONE_NUMBER>
[Info   : Unity Log]<PHONE_NUMBER>
[Info   : Unity Log] level id: 0
[Info   : Unity Log] Changing level
[Info   : Unity Log] Loading from data: for 41 Experimentation: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 220 Assurance: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 56 Vow: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 71 Gordion: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 61 March: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 20 Adamance: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 85 Rend: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 7 Dine: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 21 Offense: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 8 Titan: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 68 Artifice: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 44 Liquidation: iterations at 0, starting at node #-1
[Info   : Unity Log] Loading from data: for 5 Embrion: iterations at 0, starting at node #-1
[Info   : Unity Log] Weather chance: 0.7886578; 1
[Info   : Unity Log] Item sales percentages #0: 0
[Info   : Unity Log] Item sales percentages #1: 0
[Info   : Unity Log] Item sales percentages #2: 0
[Info   : Unity Log] Item sales percentages #3: 0
[Info   : Unity Log] Item sales percentages #4: 0
[Info   : Unity Log] Item sales percentages #5: 0
[Info   : Unity Log] Item sales percentages #6: 0
[Info   : Unity Log] Item sales percentages #7: 0
[Info   : Unity Log] Item sales percentages #8: 0
[Info   : Unity Log] Item sales percentages #9: 0
[Info   : Unity Log] Item sales percentages #10: 0
[Info   : Unity Log] Item sales percentages #11: 0
[Info   : Unity Log] Item sales percentages #12: 0
[Info   : Unity Log] Item sales percentages #13: 0
[Info   : Unity Log] Item sales percentages #14: 0
[Info   : Unity Log] Item sales percentages #15: 0
[Warning: Unity Log] NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. Are you modifying a NetworkVariable before the NetworkObject is spawned?
[Info   : Unity Log] Suits: 1
[Info   : Unity Log] Suit #0: 0
[Info   : Unity Log] pos: (-2.45, 2.75, -8.41); rot: (0.00, 90.00, 0.00)
[Info   :TooManyEmotes-2.2.6] Loading game values.
[Info   :TooManyEmotes-2.2.6] Resetting unlocked emotes.
[Info   :TooManyEmotes-2.2.6] Loaded Seed: 0
[Info   : Unity Log] Key 'shipGrabbableItems' does not exist
[Info   : Unity Log] Loaded vehicle ID: -1
[Info   :TooManyEmotes-2.2.6] Rotating emote selection in store. Seed: 219054588
[Info   : Unity Log] Group credits: 60
[Info   : Unity Log] planet mold states length: $13
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/LightSwitchContainer/PlacementCollider"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/Cube"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/AnimatedShipDoor/HangarDoorLeft (1)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (1)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ControlDesk.001"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (3)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (7)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/StorageCloset/Cube.000/Cube"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (6)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (8)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (5)"
[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/ShipBottomColliders/Cube (4)"
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TooManyEmotes.Input.Keybinds.PerformRandomEmote (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <93950d8e1e1444e5ae1504ebae3c76c9>:0)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray1[System.Action1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at :0)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass10_0:<set_onBeforeUpdate>b__0(NativeInputUpdateType)
UnityEngineInternal.Input.NativeInputSystem:NotifyBeforeUpdate(NativeInputUpdateType)
[Error  : Unity Log] NullReferenceException while executing 'performed' callbacks of 'TooManyEmotes/TooManyEmotes.PerformRandomEmote[/Keyboard/m,/XInputControllerWindows]'
[Info   : Unity Log] Called teleport function on Player
[Info   : Unity Log] Taking control of player Player and enabling camera!
[Info   : Unity Log] Called teleport function on Player (1)
[Info   : Unity Log] Called teleport function on Player (2)
[Info   : Unity Log] Called teleport function on Player (3)
[Info   : Unity Log] Starting voice tracking for player: PTGigi
[Info   :TooManyEmotes-2.2.6] Loading ThirdPersonEmoteController preferences.
[Info   :TooManyEmotes-2.2.6] Initializing local player.
[Info   : Unity Log] !!!! ENABLING CAMERA FOR PLAYER: Player
[Info   : Unity Log] !!!! connectedPlayersAmount: 0
[Info   :TooManyEmotes-2.2.6] Rotating emote selection in store.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: cheer
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: hello_friend
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: blow_kiss
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: it's_you!
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: calm_down
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: red_card
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: blow_kiss
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: idk
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: hooray
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: cheer
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: dust_off_hands
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: dust_off_hands
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: red_card
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: gun_show
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: no_way
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: idk
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: travelers.banjo
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: afk
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: cheer
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: red_card
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: afk
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: red_card
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: hooray
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: laugh_it_up
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: travelers.banjo
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: mwahaha
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: afk
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: hello_friend
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: gun_show
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: rps.paper
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: jug_band.fiddle
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: company_jig
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: travelers.banjo
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: hello_friend
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: cheer
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: no_way
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: travelers.banjo
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: gun_show
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: it's_you!
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: be_seeing_you
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: gun_show
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: blow_kiss
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: dust_off_hands
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: dust_off_hands
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: hooray
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: rps.paper
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: mwahaha
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: gun_show
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: blow_kiss
[Info   :TooManyEmotes-2.2.6] [PTGigi] Stopping emote.
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: calm_down
[Info   :TooManyEmotes-2.2.6] Attempting to perform emote on local player.
[Info   :TooManyEmotes-2.2.6] [PTGigi] Performing emote: travelers.banjo
[Info   :TooManyEmotes-2.2.6] [PTGigi] Stopping emote.
[Warning: Unity Log] [Dissonance:Recording] (01:30:26.044) BasicMicrophoneCapture: Insufficient buffer space, requested 21120, clamped to 16383 (dropping 4737 samples)
[Warning: Unity Log] [Dissonance:Recording] (01:30:26.047) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (01:30:26.048) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (01:30:26.182) CapturePipelineManager: Detected a frame skip, forcing capture pipeline reset (Delta Time:0.5671593)
[Info   : Unity Log] Leaving current lobby
[Info   : Unity Log] Disconnecting and setting networkobjects to destroy with owner
[Info   : Unity Log] saved vehicle: -1
[Info   : Unity Log] Got no ship grabbable items to save.
[Info   :TooManyEmotes-2.2.6] Saving game values.
[Info   :TooManyEmotes-2.2.6] Saving 21 unlocked emotes for player: PTGigi
[Info   :TooManyEmotes-2.2.6] Saving 100 emote credits for player: PTGigi
[Info   :TooManyEmotes-2.2.6] Saved Seed: 219054588
[Info   : Unity Log] Shutting down and disconnecting from server. Is host?: True
[Warning: Unity Log] [Dissonance:Recording] (01:30:30.888) BasicMicrophoneCapture: Insufficient buffer space, requested 42240, clamped to 16383 (dropping 25857 samples)
[Warning: Unity Log] [Dissonance:Recording] (01:30:30.891) BasePreprocessingPipeline: Lost 480 samples in the preprocessor (buffer full), injecting silence to compensate
[Warning: Unity Log] [Dissonance:Recording] (01:30:30.893) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate
[Info   : Unity Log] Resetting unlockables list!
[Info   : Unity Log] Scene manager is null
[Info   : Unity Log] DISABLING connection callbacks in round manager
[Info   : Unity Log] Terminal disabled, disabling ESC key listener
[Info   : Unity Log] Returning week num: 39
[Info   : Unity Log] week num: 39

Thanks for sharing this!
I think I see the problem, but I won't be able to fix it for a few days.
A solution in the meantime is to download and use the InputUtils mod. Hope this helps!


Geo namespacing

Looks fine to merge. I'm a little concerned that geospatial_type vs. geometry_type will get confusing but if it's only used here, I'm happy that we're at least followed the GeoJSON convention, and it's probably an improvement over what I'm doing right now with the key name reuse.


[SPARK-17388][SQL] Support for inferring type date/timestamp/decimal for partition column

What changes were proposed in this pull request?
Currently, Spark only supports to infer IntegerType, LongType, DoubleType and StringType.
DecimalType is being tried but it seems it never infers type as DecimalType as DoubleType is being tried first. Also, it seems DateType and TimestampType could be inferred.
As far as I know, it is pretty common to use both for a partition column.
This PR fixes the incorrect DecimalType try and also adds the support for both DateType and TimestampType for inferring partition column type.
How was this patch tested?
Unit tests in ParquetPartitionDiscoverySuite.

Some tests might be failed due to https://github.com/apache/spark/pull/14919.

Test build #64893 has started for PR 14947 at commit b7aa3a3.

Test build #64893 has finished for PR 14947 at commit b7aa3a3.

This patch fails Spark unit tests.
This patch merges cleanly.
This patch adds no public classes.

Merged build finished. Test FAILed.

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Hi @davies , it seems you made some changes related with this before. Could you please take a look?

Test build #65219 has started for PR 14947 at commit cda9d7a.

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Test build #65234 has started for PR 14947 at commit e9dea77.

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ping @davies

gentle ping @davies

@davies I can just remove the decimal change here if you are uncertain of this.

ping @davies ..

LGTM

Oh, I forgot to push the commits.

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Merging this into master, thanks!


[question] File download handling over mobile web apps.

If a trigger a file download via JavaScript,
How does mobile web app handle this?
How does mobile web app handles a file download via content-disposition attachment header?
Do I will need to create a function which manage this and write to disk using the IXamarinBridge or this will auto trigger the save file dialog?

As Blazor is a SPA application, except if you do some custom implementation to mimic or handle a web server callback for the app, the easiest way in my opinion, not specially the fastest in term of performance, is to try to retrieve the selected file through JavaScript API after file selection, and then do whatever you want: Return this to Web C# context, or show it on the page directly if you need to, or transfer it to native.
With the JavaScript API you will get the data as text ideally (Base64) then send it to C# , then use a Proxy bridge to send the content to native C#.
Bytes support may be supported at Blazor level, but not sure, same for the interop to native. So a Base64 string is still the safest solution atm.

Some hint here for the low level thing on the browser : https://stackoverflow.com/questions/36280818/how-to-convert-file-to-base64-in-javascript
And
https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsDataURL

I have a package for that. https://github.com/arivera12/BlazorDownloadFile
I will give it a try once I can run the project on android I will give feedback for this.

This won't work on BlazorMobile, we need to write directly to the device disk. We need to separate those api.

As you can also fetch your data through a file input in the web browser and redirect it to Javascript, you may use the default file input in order to retrieve data and then store it to native definitively.
But yes, you may redirect to a native call that open a File browser when clicking on a button.
It's as you wish in the end. I didn't have benchmarked the performance while using a pure web implementation if you need to redirect the data to store to native.


404 on dynamic routes or path error using urls

Hello guys,
i'm facing a little problem since many days now and i don't figure how to fix it.
I have /pages/views/publication/[slug].tsx, when i try to access it using Link or by the direct url link, i got a : Error: The provided as value (/publication/my-super-url) is incompatible with the href value (/views/publication/[slug]);
to access it by Link i use :
<Link href={views/publication/[slug]} as={/publication/${publication.slug}}></Link>
since the error comes from the incompatible href, i tried to change the viewsDir and set it to null and see if i can play with the paths. After setting the path to null and moved my folder to pages/publication/[slug].tsx it works, but i would like to put it in pages/views
my app.controller with viewDir set to null:
    @Get('publication/:slug')
    @Render(`publication/[slug]`)
    public publicationSlug() {}

Version
next: 9.5.5
nest-next: 9.3.0
nest: 6.13

Hi, this is a good question and wasn't previously documented very well. I updated the basic example to show how to get next's dynamic routing working correctly.
The post preview component shows how to setup the Link component with the correct href and as values.
The blog controller shows how the dynamic routes should be setup in nest.
There are two primary parts:

make sure the controller is using the right view path, and getting the slug param correctly
make sure that your link has the correct href and as props

The following assumes that your project structure looks like this
pages/views/publication/[slug].tsx
src/blog/blog.controller.ts

blog.controller.ts
@Controller('/publication')
export class PublicationController {

  @Render('publication/[slug]')
  @Get(':slug')
  public publicationSlug(@Param('slug') slug: string) {
    ...
  }
}

linking to dynamic page
<Link
  href={{
    pathname: '/views/publication/[slug]',
    query: { slug: publication.slug },
  }}
>...</Link>

Hello kyle,
thanks for the answer, i'm not sure to see the difference between mine, and the way that you handle dynamic request on your blog.controller.ts, i tried to move my publication/[slug].tsx in pages so i have pages/views/publication/[slug].tsx with this configuration, the url path expected should be /publication/my-publication-slug so i have :
RenderModule.forRootAsync(Next({ dev: process.env.NODE_ENV !== 'production' }))
@Controller('/publication')
export class AppController {

    @Get(':slug')
    @Render(`publication/[slug]`)
    public publicationSlug() {}

}

and for some reason i'm still getting : Uncaught (in promise) Error: The provided as value (/publication/my-publication-slug) is incompatible with the href value (/views/publication/[slug]).
Notice that the problem only appear when i try to load the page with the url directly, using a next.js <Link> without /views like so :
<Link href={/publication/[slug]} as={/publication/${publication.slug}}> works perfectly

Notice that the problem only appear when i try to load the page with the url directly

When you say this do you mean that you are navigating to the page directly, as in typing in the URL to your browser and getting the error?

<Link href={/publication/[slug]} as={/publication/${publication.slug}}> works perfectly

When using it like this, if you look in your console do you see the prefetch 404ing?

Can you try using the Link component like this instead?
<Link
  href={{
    pathname: '/views/publication/[slug]',
    query: { slug: publication.slug },
  }}
  as={`/publication/${publication.slug}`}
>...</Link>

When you say this do you mean that you are navigating to the page directly, as in typing in the URL to your browser and getting the error?

Yes, i'm mean by that, typing the url in my browser, after that the error shows up

When using it like this, if you look in your console do you see the prefetch 404ing?

No i don't see any error in my network/console

Can you try using the Link component like this instead?

<Link
  href={{
    pathname: '/views/publication/[slug]',
    query: { slug: publication.slug },
  }}
  as={`/publication/${publication.slug}`}
>...</Link>

so i have /pages/views/publication/[slug].tsx, by using the<Link>code before, and setting viewsDir to null (or not defining it works as well), i can navigate to the page
concerning typing the url in my browser :
setting viewsDir to null and having :
@Controller()
export class AppController {

    @Get('publication/:slug')
    @Render('views/publication/[slug]')
    public publicationSlug() {}

}

i got the error : Error: The provided as value (/publication/my-super-url) is incompatible with the href value (/views/publication/[slug]);
By not setting viewsDir and having the same configuration than before it returns a 404.
Upgrading next to 10 doesn't change anything unfortunately.
To resume, the error appear only when publication folder is inside page/views, playing with viewsDir always return a 404 or the path error...

Okay I am having a little trouble helping since I don't have access to your code.
First, can you look at the example that I provide in the basic example? The immediately relevant files are listed below, but you may want to check and make sure the config is the same (for example I don't change the viewsDir).

Controller + method handling the dynamic page: https://github.com/kyle-mccarthy/nest-next/blob/e9a948686738bad215aa2a1be1c348a9d40575dd/examples/basic/src/blog/blog.controller.ts#L22
The dynamic next page: https://github.com/kyle-mccarthy/nest-next/blob/master/examples/basic/pages/views/blog/[slug].tsx
Linking to one of the dynamic pages: https://github.com/kyle-mccarthy/nest-next/blob/e9a948686738bad215aa2a1be1c348a9d40575dd/examples/basic/components/post-preview.tsx#L22

If you still have issues after that, can you provide a minimal example as a git repository detailing the issue? I can clone it then and try to provide some additional help. I won't be able to immediately do this but should have some free time in the next couple of days.

After some rework, i found that the issue were coming from the implementation of :
export async function getStaticPaths() {
  const res = await fetch(`${process.env.API_URL}/publications`);
  const publications = await res.json();
  const paths = publications.map(publication => ({ params: { slug: publication.slug } }));

  return { paths, fallback: true }
}

export async function getStaticProps({ params }) {
  const res = await fetch(`${process.env.API_URL}/publications/${params.slug}`);
  const publication = await res.json();
  return {
    props: {
      publication
    },
  }
}

i don't know why the error talk about path and why this piece of code is defective but what ever... so i replaced it with getInitialProps and everything works as expected.
Thanks for your help and keep the good work 👍


Update Bazel example to point to 1.4.0

We need to actually start cutting a release, see screenshot.

Got it, thanks!


WARNING - incomplete alias created for namespace shaka.log

Have you read the FAQ and checked for duplicate open issues?
y
What version of Shaka Player are you using?
2.5.12
Can you reproduce the issue with our latest release version?
y
Can you reproduce the issue with the latest code from master?
y
Are you using the demo app or your own custom app?
n/a
If custom app, can you reproduce the issue using our demo app?
n/a
What browser and OS are you using?
n/a
For embedded devices (smart TVs, etc.), what model and firmware version are you using?
n/a
What are the manifest and license server URIs?
n/a
What did you do?
Try to build 2.5.12 from source
On Windows 10 with Git Bash
git clone https://github.com/google/shaka-player.git
git checkout -b rmp-shaka-2.5.12 v2.5.12
python build/build.py +@core +@networking +@manifests +@text +./node_modules/eme-encryption-scheme-polyfill/index.js +./lib/polyfill/encryption_scheme.js +./lib/polyfill/indexed_db.js +./lib/polyfill/input_event.js +./lib/polyfill/mathround.js +./lib/polyfill/mediasource.js +./lib/polyfill/patchedmediakeys_ms.js +./lib/polyfill/patchedmediak
eys_nop.js +./lib/polyfill/patchedmediakeys_webkit.js +./lib/polyfill/videoplaybackquality.js +./lib/polyfill/vttcue.js
produces
[INFO] Compiling the library (ui, release)...
C:/wamp64/www/shaka-player/lib/debug/log.js:141: WARNING - incomplete alias created for namespace shaka.log
goog.exportSymbol('shaka.log', shaka.log);
^^^^^^^^^
0 error(s), 1 warning(s), 92.2% typed
What did you expect to happen?
No warning
What actually happened?
Warning happens - warning does not happen while building 2.5.11

The warning can be safely ignored.  It is triggered by a bit of code that is only used in a debug build, and addresses an issue that we introduced in (if I recall correctly) v2.5.11.  See also #2565.


Check that switchS and split do not create node cycles

This was fixed in the C# version. Make sure it's fixed in the Rust version.
https://github.com/SodiumFRP/sodium/commit/fb73c4305a58fcef81fa8a5406e97b1a61a3fe0b

No rank-wise dependencies between the produced stream via split and the original stream. So this should be all good, closing.


[BUG] TS0201 Reporting Humidity off by factor of 10

hello,
Connected a Tuya TS0201 and watch reporting.
Temperature is correct, Humidity displays 47.3% (on screen) but reports 4.73 via ZHA

Please, fill the new bug template with the relevant info. At least, the device's signature and a vendor URL to identify the device.
Thanks in advance.

Maybe duplicate of #1667

Please do as instructed by @javicalle


Simulator performance degrades over time / drastically uneven step times

I've been noticing some strange behaviour running OpenSim in a synchronous vectored environment.
Initially, the 8-16 environments step evenly with roughly equal CPU utilizations and step times across the environments seem roughly equal.
After running a training session like this for some time, usually after a significant fraction of a day, once trajectories start getting longer, I notice a few of the processes start to significantly lag on a per-step basis. There will usually be one or two 'problem' simulator processes that seem to consistently take longer than all the others for a step. They completely obliterate performance and drag the avg step FPS down significantly.
I'm in the progress of instrumenting the OpenSim child process side of this, but curious if there are trajectories/interactions in the simulator where this slowdown is expected? I've also noticed that the simulator processes that start exhibiting this behaviour have higher memory consumption than the ones that are still stepping 'normally' and they appear to remain problematic as training continues.

Note the vector'd setup is based on OpenAI vectored environments and has been used in the same states in other situations with no such issues observed.

There were some memory leaks in OpenSim and I'm not sure if that's already fixed. It might be related. @carmichaelong @chrisdembia do you know anything that can cause these problems?
@rwightman do you have some sample code that reproduces the error?

I can't think of anything off the top of my head. We would have to see the code.

@rwightman
When I have a poor model, that falls from the starting point, then the OpenSim does the steps in less then a second.
However, when the model is better, there are steps that can take much longer, they take more than several seconds. It seems these are the steps in which there are more objects colliding. E.g. one leg going inside an obstacle or the ground.
On the memory, some of us experienced memory leaks in this setup: https://github.com/stanfordnmbl/osim-rl/issues/10

I have the same issue. There still is a leak causing the env to take up over a GB in each subprocess after running for a day or so. I installed the environment on Scientific Linux 7.3, Ubuntu 16.04 and Arch following the docs and they all exhibit the same issue.
Trying to work around it similar to #58, i.e. destroying the subprocs after a whiles, causes random seg faults. So I ended up wrapping it in a bash script that restarts the python script every couple of hours.
Running the memleak.py from #10 I can see it taking up more and more memory. Here is just the start of it but it continues to take up more and more memory:
Updating Model file from 30000 to latest format...
Loaded model gait14dof22musc_pros from file /home/fg/Projects/NIPS2018/osim-rl/osim/env/../models/gait14dof22musc_pros_20180507.osim
Model 'gait14dof22musc_pros' has subcomponents with duplicate name 'back'.
The duplicate is being renamed to 'back_0'.
Model 'gait14dof22musc_pros' has subcomponents with duplicate name 'pros_foot_r'.
The duplicate is being renamed to 'pros_foot_r_0'.
WARN: gym.spaces.Box autodetected dtype as <class 'numpy.float32'>. Please provide explicit dtype.
WARN: gym.spaces.Box autodetected dtype as <class 'numpy.float32'>. Please provide explicit dtype.
episode:0  step:98   memory_uasge:129691648
episode:1  step:198   memory_uasge:130232320
episode:2  step:297   memory_uasge:131043328
episode:3  step:397   memory_uasge:131313664
episode:4  step:495   memory_uasge:131854336
episode:5  step:598   memory_uasge:133476352
episode:6  step:698   memory_uasge:133476352
episode:7  step:797   memory_uasge:133746688
episode:8  step:898   memory_uasge:134017024
episode:9  step:998   memory_uasge:141045760
episode:10  step:1098   memory_uasge:141045760
episode:11  step:1197   memory_uasge:141045760
episode:12  step:1296   memory_uasge:141045760
episode:13  step:1396   memory_uasge:141045760
episode:14  step:1496   memory_uasge:141045760
episode:15  step:1596   memory_uasge:141045760
episode:16  step:1696   memory_uasge:141045760
episode:17  step:1795   memory_uasge:141045760
episode:18  step:1896   memory_uasge:141045760
episode:19  step:1995   memory_uasge:153481216
episode:20  step:2095   memory_uasge:153481216
episode:21  step:2193   memory_uasge:153481216
episode:22  step:2295   memory_uasge:153481216
episode:23  step:2397   memory_uasge:153481216
episode:24  step:2496   memory_uasge:153481216
episode:25  step:2596   memory_uasge:153481216
episode:26  step:2697   memory_uasge:153481216
episode:27  step:2795   memory_uasge:153481216
episode:28  step:2894   memory_uasge:153481216
episode:29  step:2992   memory_uasge:153481216
episode:30  step:3092   memory_uasge:153481216
episode:31  step:3191   memory_uasge:153481216
episode:32  step:3291   memory_uasge:153481216
episode:33  step:3392   memory_uasge:153481216
episode:34  step:3493   memory_uasge:153481216
episode:35  step:3593   memory_uasge:153481216
episode:36  step:3693   memory_uasge:153481216
episode:37  step:3793   memory_uasge:153481216
episode:38  step:3894   memory_uasge:153481216
episode:39  step:3993   memory_uasge:174661632
episode:40  step:4093   memory_uasge:174661632
episode:41  step:4193   memory_uasge:174661632
episode:42  step:4292   memory_uasge:174661632
episode:43  step:4392   memory_uasge:174661632
episode:44  step:4492   memory_uasge:174661632
episode:45  step:4594   memory_uasge:174661632
episode:46  step:4692   memory_uasge:174661632
episode:47  step:4794   memory_uasge:174661632
episode:48  step:4894   memory_uasge:174661632
episode:49  step:4994   memory_uasge:174661632
episode:50  step:5093   memory_uasge:174661632
episode:51  step:5192   memory_uasge:174661632
episode:52  step:5292   memory_uasge:174661632
episode:53  step:5390   memory_uasge:174661632
episode:54  step:5489   memory_uasge:174661632
episode:55  step:5588   memory_uasge:174661632
episode:56  step:5688   memory_uasge:174661632
episode:57  step:5789   memory_uasge:174661632
episode:58  step:5889   memory_uasge:174661632
episode:59  step:5989   memory_uasge:174661632
episode:60  step:6087   memory_uasge:174661632
episode:61  step:6185   memory_uasge:174661632
episode:62  step:6286   memory_uasge:174661632
episode:63  step:6385   memory_uasge:174661632
episode:64  step:6484   memory_uasge:174661632
episode:65  step:6583   memory_uasge:174661632
episode:66  step:6683   memory_uasge:174661632
episode:67  step:6782   memory_uasge:174661632
episode:68  step:6881   memory_uasge:174661632
episode:69  step:6981   memory_uasge:174661632
episode:70  step:7081   memory_uasge:174661632
episode:71  step:7181   memory_uasge:174661632
episode:72  step:7280   memory_uasge:174661632
episode:73  step:7381   memory_uasge:174661632
episode:74  step:7481   memory_uasge:174661632
episode:75  step:7582   memory_uasge:174661632
episode:76  step:7681   memory_uasge:174661632
episode:77  step:7781   memory_uasge:174661632
episode:78  step:7881   memory_uasge:174927872
episode:79  step:7979   memory_uasge:220528640
episode:80  step:8079   memory_uasge:220528640
episode:81  step:8179   memory_uasge:220528640
episode:82  step:8277   memory_uasge:220528640
episode:83  step:8378   memory_uasge:220528640
episode:84  step:8476   memory_uasge:220528640
episode:85  step:8577   memory_uasge:220528640
episode:86  step:8676   memory_uasge:220528640
episode:87  step:8775   memory_uasge:220528640
episode:88  step:8874   memory_uasge:220528640
episode:89  step:8974   memory_uasge:220528640
episode:90  step:9074   memory_uasge:220528640
episode:91  step:9173   memory_uasge:220528640
episode:92  step:9271   memory_uasge:220528640
episode:93  step:9370   memory_uasge:220528640
episode:94  step:9469   memory_uasge:220528640
episode:95  step:9569   memory_uasge:220528640
episode:96  step:9670   memory_uasge:220528640

About the time per step - yes, it will wary a lot depending on the position/velocity of the skeleton. Especially if it manages to push the foot through the ground it seem like the physics solver goes nuts. I have had a single steps take over 20 minutes. That's my timeout value and after that the episode is aborted.

Free idea.
Penalty for longer steps, reward shaping. So that the model prefers not to be stuck with legs deep in the ground.

Thanks some helpful comments. So to summarize:

a high degree of variance in step times is expected depending on what's happening in the sim. Like mattias, I have also observed some steps taking multiple minutes . That threw me for a loop because it was unexpected.

There is a memory leak that is not related to step variation, but I've likely observed it in combination with the environments that are stepping (slowly) through more complex interactions.

About the time per step - yes, it will wary a lot depending on the position/velocity of the skeleton. Especially if it manages to push the foot through the ground it seem like the physics solver goes nuts. I have had a single step take over 20 minutes. That's my timeout value and after that the episode is aborted.

Just to complement this answer. The numerical integration is slowed down when one applied large forces. For the numerical integration to be accurate the solver must take small steps to satisfy the accuracy tolerance. This can happen if we apply large torques at the joints. If the model contains muscles, this can happen when the model is in a bad configuration (e.g., knee over-extension). Also, if the model contains passive forces to prevent the range of motion, it is possible that our commands try to violate them and as a consequence large passive forces are applied. A quick solution is to monitor the forces applied or the passive forces. If their value is large then you can terminate the simulation since it will possibly result in the model doing non-physiological movements.

[I don't know the current state of the code and this describes the situation in Oct 2018.]
Your suggestion wouldn't have been possible in our use-case because the model was defined by someone else and we trained a RL agent that tried to find the best motion solution. Terminating our training would (probably) have created an agent incapable of handling certain ranges of motion when trialed later. Adding penalties to training resulted in worse performance (in our agent). However, lowering the timeout value was helpful since it usually didn't matter if a step took 10 or 20 minutes to timeout.
Again, the worst cases was when the model (a human skeleton) managed to push its feet through the static ground. This could happen after a fall (a long step/jump), or sometimes through muscle forces by pushing down.


TerraformGenerator x Realistic Seasons

is there any way that I can make terraform work with realistic seasons? ( because when these 2 plugins are loaded I can only find rs biomes only and not terraform)

I don't know how rs works, it might be intentional. Is there a problem with the world being rs biomes?

While having rs active it only generating rs biomes and not terraform

Realistic seasons is likely changing colours by sending custom biomes, seeing only realistic seasons biomes in f3 is likely intentional.
Unless the physical terrain from terraformgenerator is being altered to be different somehow, this is probably not a problem. If you suspect that the physical terrain changed, attach a screenshot.

Closing this as stale, if there's still an issue, you can talk about it in discord


Updated runmetrics article to use up-to-date cgroup paths

These path updates should hopefully address the out-of-date cgroup paths that were mentioned in: #7866 and #10463
Signed-off-by: Tom Barlow<EMAIL_ADDRESS>

LGTM @docker/docs-owners

LGTM


Support for EOSIO

Description
Adds support for EOSIO blockchain. While this is a graphene based blockchain as well, it differs a lot in its implementation from Steem and Bravo and hence most of the code is new.
Testing instructions
We have added tests in src/tests as well as swift and kotlin tests in their respective directories
Types of changes

New feature (non-breaking change which adds functionality)

Checklist

[ ] Prefix PR title with [WIP] if necessary.
[x] Add tests to cover changes as needed.
[ ] Update documentation as needed.

@alejandro-isaza Can you please merge the PR if everything is okay? We will raise for Bitshare after this merge.


support sm4 by gmssl

What problem does this PR solve?
Issue Number: ref #5953
Problem Summary: TiFlash built with OpenSSL may crash when enable TLS and the problem is still under invetigation.
What is changed and how it works?
Use GmSSL for sm4 encryption algorithm.
Check List
Tests

[x] Unit test
[ ] Integration test
[ ] Manual test (add detailed scripts or steps below)
[ ] No code

Side effects

[ ] Performance regression: Consumes more CPU
[ ] Performance regression: Consumes more Memory
[ ] Breaking backward compatibility

Documentation

[ ] Affects user behaviors
[ ] Contains syntax changes
[ ] Contains variable changes
[ ] Contains experimental features
[ ] Changes MySQL compatibility

Release note

None

/run-all-tests

/run-amd64-build

/run-build-release comment=true

/run-integration-test

/run-unit-test

/run-unit-test

/run-all-tests

/run-all-tests

Need rebuild after this pr merged: https://github.com/PingCAP-QE/ci/pull/1503

/run-all-tests

/run-unit-test

/run-arm64-build

/run-build-arm64-release

/run-build-release comment=true

/run-build-release comment=true

/run-build-arm64-release comment=true

/run-build-arm64-release comment=true

/run-build-arm64-release comment=true

/run-build-release comment=true

/run-build-release comment=true

/run-build-arm64-release comment=true

/run-all-tests

/merge


run_conversion --> add_to_nwbfile for compatibility with neuroconv0.3.0

Fixes #47

Great, very nice modular update PR 👍


how to set unit identifier modbus tcp ip via ethernet  ?

not able to find unite identifier for slave

Yep Got It


Conflict SvelteKit version

My project is using sveltekit version 1.18.0
When I install STWUI, it shows an error:
npm ERR! ERESOLVE unable to resolve dependency tree
npm ERR!
npm ERR! While resolving<EMAIL_ADDRESS>npm ERR! Found<EMAIL_ADDRESS>npm ERR! node_modules/@sveltejs/kit
npm ERR!   dev<EMAIL_ADDRESS>from the root project
npm ERR!
npm ERR! Could not resolve dependency:
npm ERR! peer<EMAIL_ADDRESS>from<EMAIL_ADDRESS>npm ERR! node_modules/stwui
npm ERR!   dev stwui@"*" from the root project
npm ERR!
npm ERR! Fix the upstream dependency conflict, or retry
npm ERR! this command with --force or --legacy-peer-deps
npm ERR! to accept an incorrect (and potentially broken) dependency resolution.```

Just need to update the dependencies. I have it committed just need a second to package and push.

Should be fixed with package 0.13.1-next


Possible error in structure prediction tasks

Hi xtreme team,
Thank you for your work on proposing the leaderboard. However, it seems the evaluation mode reported for UDPOS is inconsistent with the current release in the code. According to Table.20 POS accuracy results in the paper https://arxiv.org/pdf/2003.11080.pdf. The evaluation metric for POS is accuracy, and the average result for XLM-R is 73.8. However, in the code third_party/run_tag.py it only imports f1_score-related measurements from seqeval and the default eval for UDPOS is actually f1 score. I reproduced the experiment on UDPOS and used different measurements on the test set(Sorry I used leaked test set on my local machine for quicker evaluation). By default script and XLM-R large, I can get average of 74.2 f1_score, which is in line with 73.8 reported. For English, the F1 score is 96.15. However if I evaluate with accuracy score. I got 96.7 accuracy and 78.23 on average. Hence I suspect the evaluation on the leaderboard and in the paper for UDPOS is actually f1 score. Could you help to address this issue? I have a reproduced experiment result here: https://docs.google.com/spreadsheets/d/16Cv0IIdZGOyx6xUawcKScb38Cl3ofy0tHJSdWrt07LI/edit?usp=sharing

Thanks for flagging this, @tonytan48. @JunjieHu, could you take a look?

Thanks for flagging this, @tonytan48. @JunjieHu, could you take a look?

@sebastianruder Thanks for the prompt reply. I noticed that in the main table Table 2. The metric for POS is F1. So maybe its just a typo in table 20. Out of curiosity, seems the evaluation metric for POS is mostly accuracy in previous works. Is there some intuition for you to use F1 ?

@sebastianruder Thanks for the prompt reply. I noticed that in the main table Table 2. The metric for POS is F1. So maybe its just a typo in table 20. Out of curiosity, seems the evaluation metric for POS is mostly accuracy in previous works. Is there some intuition for you to use F1 ?


UI: Display nonce in device list

In the device list, on the left of the status the nonce shall be displayed. It can be requested by the status MS and sall be requested for all devices. You can use the /slu-nonces endpoints for it. Only send identity ids of the devices in the body.
Info:
Only authorized identities are able to receive the nonces. So you only receive the nonces for one-shot-devices which you've created. That's why you need to add the JWT to the request.

obsolete


Add back the ability to compile without -pic to the CMake build system

Once #3234 is merged, we should update the CMake build system to be able to build without -pic for performance reasons.

@chalcolith was this ever done?

Unfortunately no.


Add Amazon Lumberyard detection

Some reference to the engine, such as the developer site or a wikipedia article.
https://en.wikipedia.org/wiki/Amazon_Lumberyard
SteamDB links
https://steamdb.info/app/583240/
https://steamdb.info/app/2087030/
https://steamdb.info/app/1063730/
Possible way to detect it
bootstrap.cfg in root folder present in all 3 games i mentioned, it might be too general tho

duplicate of #27


add Mission2Goal Parser

@likelion @eanevul seems like all of the code from Blackburn for the NLP is under GPL. What do we do with this?
@bluelancer there is no README. How do I run the code? What are the dependencies? Do you think you could add a README and maybe a Dockerfile, please?

@bluelancer @likelion this is how I am trying to run it:
> swipl -s parseRDF.pl
Warning: /Users/andrew/kth/scott/scott/misc/NLP/source/parseRDF.pl:47:
Warning:    Clauses of parseRDF:find_text/2 are not together in the source-file
Warning:    Earlier definition at /Users/andrew/kth/scott/scott/misc/NLP/source/parseRDF.pl:21
Warning:    Current predicate: parseRDF:first_atom_uppercase/2
Warning:    Use :- discontiguous parseRDF:find_text/2. to suppress this message
Welcome to SWI-Prolog (threaded, 64 bits, version 8.1.9)

NB! Run it with swipl -s lambda.pl.
@bluelancer the sentence/2 predicate is defined in sentenceTestSuite module but there is no file sentenceTestSuite,pl in the folder. Do you have any such file on your disk?

Fast fix, I will check up my repo later tonight ☺
Sorry for the issue.
Yifei
From: Andrew Berezovskyi<EMAIL_ADDRESS>Reply to: EricssonResearch/scott-eu<EMAIL_ADDRESS>Date: Tuesday, 24 September 2019 at 16:26
To: EricssonResearch/scott-eu<EMAIL_ADDRESS>Cc: Yifei Jin<EMAIL_ADDRESS>Mention<EMAIL_ADDRESS>Subject: Re: [EricssonResearch/scott-eu] add Mission2Goal Parser (#174)
NB! Run it with swipl -s lambda.pl.
@bluelancerhttps://protect2.fireeye.com/url?k=adacb44e-f1251b25-adacf4d5-0cc47ad93ea2-cb487e82be5e7f03&q=1&u=https%3A%2F%2Fgithub.com%2Fbluelancer the sentence/2 predicate is defined in sentenceTestSuite module but there is no file sentenceTestSuite,pl in the folder. Do you have any such file on your disk?
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Use window.location.href instead of window.location.origin?

We use window.location.origin in a few places in Frontend. For example, we prefix the app user authentication URL with window.location.origin. However, I think that won't work if Frontend is deployed somewhere other than at the site root, because then (for example) the app user authentication URL won't include the URL path after the domain name. I'm thinking that instead of window.location.origin, we should use window.location.href (after removing the query string and hash). Because we use hash-based routing, window.location.href should stay constant (except for the hash) as the user navigates within Frontend.

I'm thinking it might be the case that Backend also assumes that Central is deployed at the site root. For example, we set Path=/ for the cookie. @issa-tseng, am I right that Backend also makes that assumption? If so, maybe we should document that somewhere, and I'll go ahead and close this issue.

I'm realizing that Frontend assumes in other places that Central is deployed at the site root. For example, API URLs start with /v1. I'm guessing that Backend and/or central also assumes that Central is deployed at the site root. I don't think that assumption has been an issue, so I think I'll go ahead and close this issue for now. Interested in whether @lognaturel thinks we should document this assumption anywhere (whether user docs or the central readme).

yeah i don’t think it’s an uncommon presumption. if we add a feature for relative pathing someday that would touch everyone and tbh i don’t see why we’d do that when you can just proxy rewrite the thing which would be required anyway.

On Feb 23, 2021, at 08:56, Matthew White<EMAIL_ADDRESS>wrote:

I'm realizing that Frontend assumes in other places that Central is deployed at the site root. For example, API URLs start with /v1. I'm guessing that Backend and/or central also assumes that Central is deployed at the site root. I don't think that assumption has been an issue, so I think I'll go ahead and close this issue for now. Interested in whether @lognaturel thinks we should document this assumption anywhere (whether user docs or the central readme).
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Hey! You are right, we should use "window.location.href" instead of "windows.location.origin".


Unlock and lock ST series chips

Why not support ST series chip unlock and lock? When can you support it?

When can you provide a pull request to add it? 😉
Seriously, pyOCD, like all open source projects, thrives from community contributions. So if you have a feature you need, please think about implementing it yourself. If you have questions or need help, just ask!

I did this: https://github.com/mbedmicro/pyOCD/blob/master/docs/adding_new_targets.md, according to the instructions below to increase a new target,Because I needed to use a different FlashAlgo when I wanted to read and write the option bytes of STM32 than When I programmed FLASH, I thought of adding a new target, but I found that one target only corresponds to one FlashAlgo,
So I don't know how to add FlashAlgo that reads and writes STM32 option bytes to pyOCD, should I merge them into a FlashAlgo?Or am I implementing the wrong idea?
In addition, if I have successfully added the option byte FlashAlgo for reading and writing STM32 to pyOCD, how can I associate it with locked and UNLOCK commands?

Really sorry for the slow reply! Will get back to you shortly.

I have added opt-related algorithms to the download algorithm of STM32. I can use unlock command to call mass_erase to unlock the chip, but the method of locking the chip is different for each chip. I think this requires a new framework to add locking methods for different chips.If yes can you write the frame well?I'm not very familiar with Python yet, so I'm working hard on it.

Hi，@flit， I am looking forward to your reply

It looks like the CMSIS Packs for STM32 families include flash algos for the OPT memories. For example, Keil.STM32L4xx_DFP.2.4.0.pack has CMSIS/Flash/STM32L4xx_OTP.FLM and several others. The device descriptions in that pack's .pdsc define <algorithm> elements for the OPT regions, but there are two issues:

The <algorithm> elements have the default attribute set to 0, which causes pyOCD to ignore the it.
There is not a corresponding <memory> attribute for the OPT region. pyOCD currently requires matching <memory> and <algorithm> definitions.

Imo, the best way to support OPT programming for STM32 is to fix these two issues.
For issue #1, there needs to be a way to let users enable a non-default flash algo (default attribute is 0). You can't just create regions for all non-default algos. Often there are multiple non-default algos defined for different types of off-chip memories, that would conflict if they were all enabled. See, for instance, the list of algos immediately after the <family> element in the Keil.STM32L4xx_DFP pack. The difficult question is how to do this in a command-line environment. You need some way for a user to list available non-default algos, probably either an extension to pyocd list or another subcommand. Then probably a session option to enable named algos.
Places in the code that need to be changed to implement fixes for the above issues:

pyocd/target/pack/cmsis_pack.py in the CmsisPackDevice class, around the methods that create memory regions from PDSC elements.
pyocd/coresight/coresight_target.py in CoreSightTarget.create_flash().
pyocd/__main__.py for subcommand changes.
pyocd/tools/lists.py for listing non-default algos.

(See the CMSIS-Pack docs for the specification.)


HDDS-1211. Test SCMChillMode failing randomly in Jenkins run

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hadoop.ozone.ozShell.TestOzoneShell

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the patch passed

+1
javadoc
17
the patch passed

_ Other Tests _

-1
unit
622
integration-test in the patch failed.

+1
asflicense
32
The patch does not generate ASF License warnings.

3392

Reason
Tests

Failed junit tests
hadoop.ozone.ozShell.TestOzoneShell

Subsystem
Report/Notes

Docker
Client=17.05.0-ce Server=17.05.0-ce base: https://builds.apache.org/job/hadoop-multibranch/job/PR-543/5/artifact/out/Dockerfile

GITHUB PR
https://github.com/apache/hadoop/pull/543

Optional Tests
dupname  asflicense  compile  javac  javadoc  mvninstall  mvnsite  unit  shadedclient  findbugs  checkstyle

uname
Linux 3a35cf21a324 4.4.0-138-generic #164-Ubuntu SMP Tue Oct 2 17:16:02 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux

Build tool
maven

Personality
personality/hadoop.sh

git revision
trunk / 7dc0ecc

maven
version: Apache Maven 3.3.9

Default Java
1.8.0_191

unit
https://builds.apache.org/job/hadoop-multibranch/job/PR-543/5/artifact/out/patch-unit-hadoop-ozone_integration-test.txt

Test Results
https://builds.apache.org/job/hadoop-multibranch/job/PR-543/5/testReport/

Max. process+thread count
4284 (vs. ulimit of 5500)

modules
C: hadoop-ozone/integration-test U: hadoop-ozone/integration-test

Console output
https://builds.apache.org/job/hadoop-multibranch/job/PR-543/5/console

Powered by
Apache Yetus 0.9.0 http://yetus.apache.org

This message was automatically generated.


Unhandled exceptions in Get-MtRoleMember.ps1:121

When running "invoke-maester" I get the following exception that is unhandled.
Actually, it seems like it is a weird behavior in Entra ID. I will get back to that.
So the script, writes the exception 4 times with the same group id, so I assume that I have a deleted group that is used 4 times by different roles.
https://maester.dev/docs/commands/Get-MtRoleMember
Exception from "invoke-maester":
Line |
 121 |            $assignments += Get-MtGroupMember -GroupId $_.id
     |                            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     | Error obtaining group (8a318244-c039-4295-98e4-f4e9e063a16d) from
     | Microsoft Graph. Confirm the group exists in your tenant.
Get-MtGroupMember: C:\x\PowerShell\Modules\Maester\1.0.0\public\Get-MtRoleMember.ps1:121

Then I ran the PS script with verbose for the User Administrator role (I found that role from running invoke-maester -verbose):
PS C:\Temp\maester-tests> Get-MtRoleMember -verbose

cmdlet Get-MtRoleMember at command pipeline position 1
Supply values for the following parameters:
Role[0]: UserAdministrator
Role[1]:
VERBOSE: Retrieving license information for Entra ID
VERBOSE: Using graph cache: https://graph.microsoft.com/v1.0/subscribedSkus
VERBOSE: Using graph cache: https://graph.microsoft.com/v1.0/roleManagement/directory/roleAssignments?$filter=roleDefinitionId+eq+%27fe930be7-5e62-47db-91af-98c3a49a38b1%27&expand=principal
VERBOSE: Invoking Graph: https://graph.microsoft.com/v1.0/groups/8a318244-c039-4295-98e4-f4e9e063a16d/
VERBOSE: True
VERBOSE: GET https://graph.microsoft.com/v1.0/groups/8a318244-c039-4295-98e4-f4e9e063a16d/ with 0-byte payload
VERBOSE: received 341-byte response of content type application/json
Get-MtGroupMember: C:\x\PowerShell\Modules\Maester\1.0.0\public\Get-MtRoleMember.ps1:121
Line |
 121 |            $assignments += Get-MtGroupMember -GroupId $_.id
     |                            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     | Error obtaining group (8a318244-c039-4295-98e4-f4e9e063a16d) from
     | Microsoft Graph. Confirm the group exists in your tenant.
VERBOSE: Using graph cache: https://graph.microsoft.com/v1.0/roleManagement/directory/roleEligibilityScheduleRequests?$filter=roleDefinitionId+eq+%27fe930be7-5e62-47db-91af-98c3a49a38b1%27+and+NOT(status+eq+%27Canceled%27+or+status+eq+%27Denied%27+or+status+eq+%27Failed%27+or+status+eq+%27Revoked%27)&expand=principal
VERBOSE: No role assignments found

Back to the weird behavior in Entra ID:
When I go to the User Administrator role, then there is a group assigned.
However, this group does not exist in Entra anymore (was deleted), but I can still see the content of the group under the role assignment:

This behavior seems very strange to me.
The group is deleted (months ago), but the content of the group is saved under the assignment of the role it was assigned to... what?!

This happens in Entra because the different objects can have a reference to other objects that are deleted.
A common scenario is conditional access policies that refer to users and groups that have been deleted.
You are seeing something similar here with the roles.
You can fix this by removing the reference and saving the role.

I believe there is still some exception handling in the script that needs to be done?
I have created a support ticket, as I cannot remove group from the role assignment, as it was a previous admin partner group.

Does Maester not generate the report? I believe we show these errors in the console but still go ahead and generate the report.


How shall I retrain the model from the beginning?

Please see readme

Remove code at the beginning when loading the pretrained model and it will start from scratch.


add ${number} for startBlockNum type

Currently
startBlockNum?: number | bigint | undefined;
stopBlockNum?: number | bigint | `+${number}` | undefined;

Propose

[ ] adding ${number} to support negative & positive string type

startBlockNum?: number | bigint | `${number}` | undefined;

Example Inputs

"+100"
"100"
"-100"
Number(100)
Number(-100)
BigInt(100)
BigInt(-100)

Hey Denis. Yeah we can do that. But at some point we need to parse to bigint and raise errors if the given value is not a valid number.
But yes, we can allow this here and throw an error if it's not a number.


Remove sever manually

Cookbook version
7.2.6
Chef-client version
12.8.1
Platform Details
Ubuntu 14.04
Scenario:
I created a node with the nrpe cookbook. I deleted that node and recreated it but without the nrpe cookbook. The node is still in my Nagios hosts list but now there is no nrpe, so all tests fail. Can I remove that host from Nagios somehow manually?

@lam0re did you delete your server from Chef?
This cookbook uses search to populate it's monitored hosts list.  To delete the client from the server you can do:
knife node delete <node name>
knife client delete <client name>

Please could confirm if this fixes your host appearing in the Nagios host list.
Stephen


Unicode UTF-8 Chinese Charset Code Error

Hi，this program can't recognize my country code after I enabled the Unicode UTF-8 feature.
Control Panel > Clock and Region > Region > Administrative tab > Change system locale button > enable Beta:Use Unicode UTF-8 for worldwide language support.

Hi
Diagram Designer does not support utf8/unicode. Please try to follow this
old help page for language setup -
https://meesoft.com/DiagramDesigner/Help/CharSetHelp.htm
/Michael
Den man. 30. okt. 2023 kl. 03.23 skrev sun min @.***>:

Hi，this program can't recognize my country code after I enabled the Unicode
UTF-8 feature.
Control Panel > Clock and Region > Region > Administrative tab > Change
system locale button > enable Beta:Use Unicode UTF-8 for worldwide language
support.
[image: 屏幕截图 2023-10-30 101516]
https://user-images.githubusercontent.com/17847861/278921702-187d1b1f-fd33-4512-af1e-dc7178ce5be3.png
[image: 屏幕截图 2023-10-30 102050]
https://user-images.githubusercontent.com/17847861/278921720-5b3f6786-9cc5-42ea-804c-11bcf9364933.png
—
Reply to this email directly, view it on GitHub
https://github.com/meesoft/DiagramDesigner/issues/9, or unsubscribe
https://github.com/notifications/unsubscribe-auth/AGH2O4UPAVY2HXOJUWHLVWDYB4FSHAVCNFSM6AAAAAA6VJUXQOVHI2DSMVQWIX3LMV43ASLTON2WKOZRHE3DOMZUGE3TINY
.
You are receiving this because you are subscribed to this thread.Message
ID: @.***>

Hi,
Thanks for your kindly reply, I will try that.
Best!


Bugfix/message routing

Because our selector for the dynatrace service was to general, traffic was probably routed to the wrong endpoint/msg-routing-pod if more than one dynakube object existed in the cluster

Will .spec.selector.matchLabels of the STS be updated in a separate PR?


Problem: header is always needed when using webhook

Issue
Hi,
So i have been trying out webhooks and I was trying to integrate it into Gitea.

I created an integration with no auth
Add an Alias on that integration
Open the url in Firefox to test if task will be executed -> Task was not executed but no error message in Firefox (Like 404 etc.)
Tried with curl if task will be executed -> Task was not executed. Docker compose logs state level=info msg="Receiving Integration from: level=info msg="1 integrations found for alias no task execution in log
tried adding a new matcher on header for integration with key and 123456 -> This would not execute task
tried adding a new matcher on header for integration with t and t -> This would execute task logs state

level=info msg="Receiving Integration from: x.x.x.x"
level=info msg="1 integrations found for alias x"
level=info msg="Running integration 8"
level=info msg="Task 9 added to queue"
level=info msg="Set resource locker with TaskRunner 9"
level=info msg="Task 9 removed from queue"

I have tested this on 2 machines and 2 installations. Same phenomenon. I'm not sure what's going on. If you need any more information, please don't hesitate to contact me.
Impact
Web-Backend (APIs)
Installation method
Docker
Database
Postgres
Browser
Firefox
Semaphore Version
v2.10.22-e44910d-1721658561
Ansible Version
No response
Logs & errors
semaphore-1    | time="2024-08-12T16:41:04Z" level=info msg="Receiving Integration from: "
semaphore-1    | time="2024-08-12T16:41:04Z" level=info msg="1 integrations found for alias nc1kqg0ttuz88gkx"
semaphore-1    | time="2024-08-12T16:41:38Z" level=info msg="Receiving Integration from: "
semaphore-1    | time="2024-08-12T16:41:38Z" level=info msg="1 integrations found for alias nc1kqg0ttuz88gkx
semaphore-1    | time="2024-08-12T16:42:38Z" level=info msg="Receiving Integration from: "
semaphore-1    | time="2024-08-12T16:42:38Z" level=info msg="1 integrations found for alias nc1kqg0ttuz88gkx"
semaphore-1    | time="2024-08-12T16:42:38Z" level=info msg="Running integration 8"
semaphore-1    | time="2024-08-12T16:42:38Z" level=info msg="Task 9 added to queue"
semaphore-1    | time="2024-08-12T16:42:41Z" level=info msg="Set resource locker with TaskRunner 9"
semaphore-1    | time="2024-08-12T16:42:41Z" level=info msg="Task 9 removed from queue"
Manual installation - system information
none
Configuration
git repository
task template with git repository
Additional information
No response

It can be "Solved" with using =! and adding random things. But i don't think that's intended.

I have a similar issue: when using Token auth method, the unused username field of the selected credential must be set, otherwise even the correct password/token is not accepted. Btw, the secret selection box is titled "Vault Password" which confused me for a long while until I realized this must be where the token is supposed to be selected.

I had hit this issue. Rule t != t solves it.

When an issue report is the best documentation to find out about the general usage of a feature 😬
Thanks for sharing your solution ;-)


Add line to all create options

Description
The line that separates the 'Transaction Type' section disappears when you select the transaction type/
Steps to reproduce
Create any transaction.
Additional context

Hedera network
other
Version
0.2.0-alpha.2
Operating system
macOS

Issue still exists


region `iram0_0_seg' overflowed by x bytes with lates git pull (IDFGH-6990)

Environment

Development Kit: ESP32-DevKitC
Kit version (for WroverKit/PicoKit/DevKitC): v1
Module or chip used:  ESP32-WROOM-32
IDF version (run git describe --tags to find it): v5.0-dev-2137-g2f9d47c708
Build System: idf.py
Compiler version (run xtensa-esp32-elf-gcc --version to find it): 8.4.0
Operating System: Linux
Using an IDE?: No
Power Supply: USB

Problem Description
Getting region `iram0_0_seg' overflowed by x bytes with lates git pull but not on tag v4.2.3. I've a code that I'm building on latest v5 of idf and after yesterday's commit I'm getting this issue. I don't know what or where the issue is cause my code was building fine up until the day before yesterday.
Expected Behavior
Project builds without any error
Actual Behavior
Project fails to build with "section .iram0.text' will not fit in region iram0_0_seg`"
Steps to reproduce
Code to reproduce this issue
Debug Logs
/home/listout/.espressif/tools/xtensa-esp32-elf/esp-2021r2-patch3-8.4.0/xtensa-esp32-elf/bin/../lib/gcc/xtensa-esp32-elf/8.4.0/../../../../xtensa-esp32-elf/bin/ld: walk.elf section `.iram0.text' will not fit in region `iram0_0_seg'
/home/listout/.espressif/tools/xtensa-esp32-elf/esp-2021r2-patch3-8.4.0/xtensa-esp32-elf/bin/../lib/gcc/xtensa-esp32-elf/8.4.0/../../../../xtensa-esp32-elf/bin/ld: IRAM0 segment data does not fit.
/home/listout/.espressif/tools/xtensa-esp32-elf/esp-2021r2-patch3-8.4.0/xtensa-esp32-elf/bin/../lib/gcc/xtensa-esp32-elf/8.4.0/../../../../xtensa-esp32-elf/bin/ld: region `iram0_0_seg' overflowed by 3748 bytes

Output of idf.py size
Total sizes:
Used static DRAM:   73064 bytes (  51516 remain, 58.6% used)
      .data size:   23568 bytes
      .bss  size:   49496 bytes
Used static IRAM:  134818 bytes (  -3746 remain, 102.9% used) Overflow detected!
      .text size:  133791 bytes
   .vectors size:    1027 bytes
Used Flash size : 1133926 bytes
      .text     :  890023 bytes
      .rodata   :  243647 bytes
Total image size: 1292312 bytes (.bin may be padded larger

I was able to fix this by changing optimization level to -Os. It was on -Og by default. Did something change in the latest merge?

Okay I was able to figure out what was taking so much IRAM. I was using nimble SPP and it alone takes 74% of the IRAM. Wasn't nimBLE supposed to be small?

if it is resolved, please close this issue

On latest master we've added a kconfig option for using parts of SRAM1 as IRAM in https://github.com/espressif/esp-idf/commit/5cbd311ecf0b381a0711ef8a96980a67b30a135f which will help with this issue.
We've also focused on reducing IRAM usage/making placement optional for several components. For an full overview of all such option see Optimizing-iram-usage. All new options for saving IRAM we add will be listed in this chapter.


Merge 12 -> main

➡ Forward port
Port sdf12 to main
Branch comparison: https://github.com/ignitionrobotics/sdformat/compare/main...sdf12
Note to maintainers: Remember to Merge with commit (not squash-merge or rebase)

Codecov Report

Merging #894 (26cf2f6) into main (e648189) will increase coverage by 0.00%.
The diff coverage is 100.00%.

:exclamation: Current head 26cf2f6 differs from pull request most recent head 4128545. Consider uploading reports for the commit 4128545 to get more accurate results

@@           Coverage Diff           @@
##             main     #894   +/-   ##
=======================================
  Coverage   88.16%   88.16%
=======================================
  Files         100      100
  Lines       14630    14637    +7
=======================================
+ Hits        12898    12905    +7
  Misses       1732     1732

Impacted Files
Coverage Δ

src/Light.cc
92.79% <100.00%> (+0.23%)
:arrow_up:

Continue to review full report at Codecov.

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Make key modifiers generic instead of Left or Right

Can probably cut down on the number of rules by using the generic "control", "shift", etc. modifiers versus their location-based counterparts, e.g. "left_control", "right_shift", etc.

Addressed in 184b845ddfb7e294394979c1446412f35d817f26.


Add easy way to get best-fit model(s) after an optimization/sample.

@Pat-Wachiraphan and @catrionamurray  have been talking about ways of retrieving model flux arrays associated with a fitted model. Ideally, it would be nice to to have a function that creates a new RainbowWithModel object that contains the original data as well some new fluxlike arrays to express the models. For example, if there's been a fit including a TransitModel and a SystematicsModel, you might have:

model = the noiseless multiwavelength model, including all components
transit_model = the noiseless multiwavelength transit model, including all components
systematics_model = the noiseless multiwavelength systematics model, including all components

With that RainbowWithModel object defined, we could then do something like:
r.imshow_with_models()

r.bin(R=10).animate_with_models('test.gif', orientation='horizontal')

Just for a convenient way to see everything at once.

Ha! I had opened an issue to add a function to help with this, but apparently I had already written it. You can do
rainbow.attach_model(model=..., transit_model=..., systematics_model=...)

to get a new RainbowWithModel.
Please let me know if I can help with this any more! It seems like using Deterministic is the code-easiest way to make this happen.

Just as an aside, I think animate_with_models doesn't work with Python < 3.9 - I got this error and the | operator for dictionaries is introduced I believe in 3.9:
---------------------------------------------------------------------------
TypeError                                 Traceback (most recent call last)
Input In [25], in <cell line: 1>()
----> 1 r_with_model.animate_with_models('test.gif', orientation='horizontal')

File ~/opt/anaconda3/envs/chromaticfitting/lib/python3.8/site-packages/chromatic/rainbows/visualizations/models/plot_one_wavelength_with_models.py:333, in animate_with_models(self, filename, fps, bitrate, dpi, **kw)
    324 def animate_with_models(
    325     self,
    326     filename="animated-lightcurves-with-models.html",
   (...)
    330     **kw,
    331 ):
--> 333     self.plot_one_wavelength_with_models(0, animation=False, **kw)
    335     # initialize the animator
    336     writer, displayer = _get_animation_writer_and_displayer(
    337         filename=filename, fps=fps, bitrate=-1
    338     )

File ~/opt/anaconda3/envs/chromaticfitting/lib/python3.8/site-packages/chromatic/rainbows/visualizations/models/plot_one_wavelength_with_models.py:219, in plot_one_wavelength_with_models(self, i_wavelength, models, vlimits_data, vspan_residuals, panelsize, orientation, errorbar, text, data_errorbarkw, model_plotkw, wavelength_textkw, cmap, vmin, vmax, w_unit, t_unit, label, label_textkw, animation, minimum_acceptable_ok, **kw)
    215 xlabel = f"Time ({t_unit.to_string('latex_inline')})"
    217 # set defaults for the model line plots
    218 plotkw = (
--> 219     dict(marker=None, linewidth=1, zorder=1, color=color, alpha=0.5) | model_plotkw
    220 )
    222 # set default for the data errorbar plots
    223 default_markersize = plt.matplotlib.rcParams["lines.markersize"]

TypeError: unsupported operand type(s) for |: 'dict' and 'dict'

Oh, blerg. Thanks for that catch; I'll go through and fix those. As far as I know, that's the only feature that needs python 3.9, so we might as well fix it to still allow easier versions.

Done! There's now animate_with_models and imshow_with_models in CombinedModel

closing this as .get_model() in the newer versions of chromatic_fitting does this job!


MLZ & Add-Ons: Disabled shared key access & Fixed bastion diagnostic setting

Description

Disabled the shared key access on the storage accounts used for capturing network logs.
Added condition for deploying diagnostic setting for bastion.

Issue reference
The issue this PR will close: #1092 #1093
Checklist
Please make sure you've completed the relevant tasks for this PR out of the following list:

[X] All acceptance criteria in the backlog item are met
[X] The documentation is updated to cover any new or changed features
[X] Manual tests have passed
[X] Relevant issues are linked to this PR

Successful test:


What is the proper way to define different object structures inside an array schema?

I hope this is a legit question, I searched everywhere for an example or any source of information on how to do this. I tried this https://github.com/fotinakis/swagger-blocks/issues/17 as well. But the same result.
The end result I would like to get generated is below:
{
  "name": "Awesome Promotion",
  "description": "30% off",
  "qualifiers": [
      {
         "id": 12,
         "type": "Rental"
      },
      {
          "id": 13,
          "type": "Qualifier",
          "user_id": 23
      },
      {
          "id": 14,
          "type": "First",
          "location_id": 32
      }
  ]

I have the model writen out like this:
swagger_schema :PromotionResponse do
      property :name, type: :string, example: 'Awesome Promotion'
      property :description, type: :string, example: '30% off'
      property :qualifiers do
        key :type, :array
        items do
          property :id, type: :integer, example: 2
          property :type, type:  :string, exmple: 'Location'
        end
      end
    end

What gets generated by swagger right now:
{
  "name": "Awesome Promotion",
  "description": "30% off",
  "qualifiers": [
    {
      "id": 2,
      "type": "Location"
    }
  ]
}

What is the proper way to define different object structures inside an array schema?

Hi, I'm not sure if this is helping but if I were in your place, I would have added user_id, location_id or any other key into the items do end block and define id and type as required properties.


Support for VERSE block

Hello,
Now that Goorgeous is available via Hugo, a non-profit I have been helping is considering switching to Hugo.
They curate a pretty large site offering several thousands books, all using org-syntax.
Many are poetry books, and use the VERSE block.
#+BEGIN_VERSE

Earth’s cry ascends,
But before it touches Heaven’s Eye,
 It returns.

#+END_VERSE

It would be excellent for us if Goorgeous could support VERSE block.
Thank you for Goorgeous.

Can you share an example of the expected html block?

This is how Emacs natively exports the block in example (Emacs 25.2.1):

Earth’s cry ascends,

But before it touches Heaven’s Eye,

 It returns.

It would be important to preserve the verse indentation, and the  that allows styling.
Thank you so much for considering it.

I had a branch I was getting ready to PR into Hugo this week that fixed this, but it looks like @niklasfasching PR'ed a new org parser, so I'm closing all the issues here, deprecating and archiving goorgeous.

Thank you so much for all the work you put into goorgeous. It made a difference in my life and my work, and I am very grateful for that. Bets of luck for all your current and future endeavours.

Thanks @priyadarshan, that means a lot! I think @niklasfasching's implementation will support your use case a lot better, so hopefully that's helpful!