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For now sound are just "samples" with no information attached: the gamelogic and the map need to handle special effects by hand.
Sound shaders would be sets of parameters associated to one or more so…
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It would be helpful to have counters for the total read and write from disk.
We should consider adding it on the column family level as well.
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It should be possible to configure rate limit per client
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*Installation details*
HEAD: 84808399327c595ec7aa1cb7a7956d181baf9284
*Description*
Today we will always create an MV with a STCS (apparently we use regular tables' default).
However MV's upda…
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There has been more discussion about alternative blob/block gossip designs including the possibility of decoupling blocks and blobs in gossipsub. @arnetheduck suggested large bandwidth reductions coul…
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**Is your feature request related to a problem? Please describe.**
The current Spark shuffle has two modes. For tasks with less than 200 partitions, configurable. It will write the shuffle data out t…
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- [ ] Implement `WaveActiveMax` clang builtin,
- [ ] Link `WaveActiveMax` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `WaveActiveMax` to `CheckHLSLBuiltinFunctionCall` in `SemaChe…
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srs2.0 release
Reproduction steps:
1: Client A is pushing a stream from the origin, and Client B is watching Client A's stream from the edge.
2: Client A stops publishing the stream, but the edge does…
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steps to reproduce:
1. `create table test_table ( a int, b int, primary key(a, b) ) with gc_grace_seconds = 5;`
2. insert some rows into the table
3. delete some rows from the table
4. flush table…
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I'm roughly using the following code:
```rust
let query_emb: Vec;
let doc_emb: Vec; // contains 3 document embeddings
...
let mut lsh = LshMem::new(10, 30, 512).srp().unwrap();
let _x = ls…