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- [ ] chromide, chromine, chromyne, bromate https://github.com/uazo/bromite-buildtools/issues/171#issuecomment-1535807164
- [x] cromite https://github.com/uazo/bromite-buildtools/issues/171#issuecomm…
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Hi @hughsando! We recently shipped an update to our HXCPP 4.1.5 (and NME!) based game and have seen our previously extremely low crash rate suddenly balloon on iOS, in a way that's leaving me a bit fl…
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It would be great to have the possibility to use custom attributes through the NME editor.
It is currently possible by code in the NodeMaterial input block but not through the editor.
https://fo…
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Is it possible to use it in openfl? I can provide some help
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### Before you asking
- [X] I have searched the existing issues
- [X] I spend at least 5 minutes for thinking and preparing
- [X] I checked Frequently Asked Questions (FAQ) in Wiki page
- [X] I am us…
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I have an existing BEN company that I want to rename using a NR.
1. start with an existing BEN company (eg, BC0871060)
2. go to Namerequest
3. create a name to "Change the name of an existing", "Brit…
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Hello, sorry to borther you again. I train the resnet18 with "data_300W_CELEBA/pip_32_16_60_r18_l2_l1_10_1_nb10_wcc.py" , when the eyes are open, the result is good as your model, but when eyes are c…
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@ericpre pointed to a very nice documentation of the [Python-NME](https://mne.tools/stable/overview/index.html) package in a [discussion](https://github.com/pyxem/pyxem/issues/629#issuecomment-9450843…
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Currently the shadow map setup in the shadow generator is all relying on an embedded OR custom shader.
It would be great to be able to rely on a custom NME Material in place of the custom shader.
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Sections Management: Master Data
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- [x] Create migration script
- [x] Create model components
- [x] Create service components
- [x] Create API
- [x] Apply authentication
- [ ] A…