I was thinking about an MMORPG style launcher for MSFS for a while now. I thought of it first when updating the sim. You have to go in, then check for updates after initial loading, go out to download the update, and then load the sim again. Moreover, I recently noticed that I had updates in my content manager, that were not automatically downloaded nor had I received any notifications for, even Asobo ones!
This would enable us to update and manage our content and the sim on the desktop, before having to load the sim in the first place. As well as an easier, smoother, automated experience. A set and forget if you will, or at least partly.
Also, while you have a clean slate, download and extract/install packages in tandem. And compress/decompress multithreaded
oh yeah, the ability to verify if the install is not corrupt would also be great then.
im not talking about steam here, that only verifies and repairs the 2-ish gigabyte actual launcher.
im talking about the whole deal.
I have a fresh install of xfce without any customizations except the change of icon theme and greybird GTK theme. I want to customize the CSS of the launchers in the default panel-2, but I can't find the right class/id of it's CSS to modify it.
Then, right-click on a launcher to bring up its context menu and the press the Ctrl+Shift+i keyboard shortcut. This will bring up the one inspector window specific to this widget. In the top left corner, change Miscellaneous in the drop-down to "CSS nodes". This will focus on the relevant css IDs and style classes for the launcher plugin:
@ToZ Hello and Thank you for your help. I am now able to see the css nodes and stuff. Is there any way through which we can change the hover states of the launchers and other widgets? It would be a great help. Once again, thank you for your help!
@ToZ Hello and Thank you for your help. I am now able to see the css nodes and stuff. Is there any way through which we can change the hover states of the launchers and other widgets? It would be a great help.
This is a fun project that involves quite a few great techniques for working with PVC that can be of use in making many other PVC creations. The end result is a kid friendly rocket launcher design that is durable enough to last for many years. These rockets would go great in a Nerf battle or even Airsoft or Paintball if they were given a camo paint job. They can launch quite far, upwards of 100 feet.
The piston created in this project is a particularly useful design for many other projects. It's air tight in 2" PVC pipe and requires no special tools or modifications of off the shelve parts. It's pretty rare to see a design that works so well with so little customization. It would go great in my High Volume Vacuum Pump Design that I came up with last year.
I am seeing a weird issue with a new app that I am starting. I am utilizing the new Android 12 splash screen API to create my splash screen and I followed the guide provided by Google to do so. I included core-splashscreen in my project to provide compatibility with older versions of Android OS. When I run the app, I see the splash screen as expected on older OS versions like API 30, but when I run it on API 31, the splash screen icon that I provide is not displayed. The background color that I specify is displayed, but the icon is not there at all. I have tried this with a drawable asset as well as a mipmap and nothing is working. I am stumped as every tutorial I find shows the same steps I have followed and screenshots of their working splash screens, but I am not having any luck.
I have an identical style for all other OS versions except I'm using "windowSplashScreenAnimatedIcon" instead of "android:windowSplashScreenAnimatedIcon". I have tried v31 with and without the "android:" in front of the item names and neither work. Here is my MainActivity.kt:
I am also setting the "android:theme" property to my splash style in my AndroidManifest.xml. I know the splash style is being applied because it honors the background color, but it is not showing the icon for some reason even though the icon shows fine for older OS versions. Thanks in advance for any help you can give.
I did figure out how to get it to show. I was following this tutorial to set up a base project to recreate the issue and I noticed the note the author put right near the bottom that mentions that just running the app doesn't show the full splash screen. You have to kill it and open the app from the launcher. Once I did that, I was able to see my splash screen. Annoying, but at least I have a way to test it now. I did go ahead and log a bug report for this as well, but I have a work around for now. Thanks for everyone's answers/comments!
For some reason when the app is launched through android studio it doesn't show the icon. Kill the app and launch app from the menu. Then the icon will appear.This is true if you are not using Splash API: -screen/migrate
You can use windowSplashScreenBehavior to specify whether your app always displays the icon on the splash screen in Android 13 and higher. The default value is 0, which displays the icon on the splash screen if the launching activity sets the splashScreenStyle to SPLASH_SCREEN_STYLE_ICON, or follows the system behavior if the launching activity doesn't specify a style. If you prefer to never display an empty splash screen and always want the animated icon to be displayed, set this to the value icon_preferred.
In addition to the other explanations above, I had the same issue but I realized that in my Manifest file I was setting the Splashscreen theme on my MainActivity which is correct, but my MainActivity was not having the main/launcher intent-filter which tells the android OS that this is the starting activity.
So in your manifest, check that you are actually setting the Splashscreen theme on the Starting activity that is having the main/launcher intent-filter, and leave the Application tag to have your application theme and not the Splashscreen theme, to avoid having your app misbehave on other activities due to the theme because I experienced that too (This is especially for those migrating to the new splash screen).
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Ah yes... You see, I still have the files for all of this, DP. However, I got hung up waiting for someone to reply to a PM conversation about working on Mira's head model for me. I could release it without the head changes I wanted to do, I guess.
If you still want to do the flipped version, I can give you textures for the launcher, assuming you never textured it yourself. It's set up as a shared 2048x1024 texture with P_MiraA. I have a super handy Max script that will let you adjust Mira's body UVs to match with just a couple of clicks.
Oh, I really dig the shine and effect work you've done on it. I kept it to a separate texture all by itself, but I should be able to re-rig your texture like that. Though, I might need a copy of the UV template for just the wrist launcher to make mine match up.
Unless you changed the UVs there should be no issue (my UVs are just squished 50% to fit the two textures side-by-side). Won't having two body textures break the appearance.2da DS override? As far as I knew Bao-Dur is the only exception (presumably because of hard coding).
About 15 years ago, a friend of mine (an enthusiastic Warhammer 40k player) asked me, if it would be possible to build a real working rocket launcher for one of his models. I do not play Warhammer 40k myself, but I admire the dedication and devotion of the players in building and finishing their models. This project never went beyond the conceptual phase, as we both started our academic career in different cities and didn't have the time to pursue our goal.
Some time ago, I found some 6 mm black-powder rocket motors in a junk box and decided to carry out this project. I was inspired by the Hyperios Whirlwind Warhammer 40k model. Unfortunately, I did not manage to build the model in the common 1:60 scale. It had to be a bit bigger, because the limiting factor was the diameter of the rocket motors.
Everything of this project is self-made. The mechanics were designed in CAD and manufactured on a 3D-printer. The pitch and yaw axis are driven by rc-model servo motors. The electronics incorporate a STM32F407 controller connected to a BLE-module. With a small IPhone app, the launcher can be controlled by a smartphone.