When using the old assets loaders (i.e. file-loader/url-loader/raw-loader) along with Asset Modules in webpack 5, you might want to stop Asset Modules from processing your assets again as that would result in asset duplication. This can be done by setting the asset's module type to 'javascript/auto'.

The correct CSS rule is getting applied so the font-face declaration seems fine. The path is getting resolved as well so that's no issue. And, webpack throws no errors so it doesn't appear to be any kind of a loader issue. But in the end, the font is still not being rendered by the browser. (see image)


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As you use url('./assets/fonts/yusei-magic/YuseiMagic-Regular.ttf') in your css which is a relative path, in order to webpack can resolve these kind of relative paths in your CSS files you should use resolve-url-loader as the following configuration in rules array in your webpack.config.js file:

You can publish the asset as usual, but you must include the asset bundle in the content folder. Make sure the mod is enabled while you publish the asset, this will add a custom tag which can be used to find all custom animation loader assets in the steam workshop.

Expensed: Items that do NOT depreciate; the entire cost is charged in a single period to an expense account. Oracle Assets tracks expensed items, but does not create journal entries for them. Oracle Assets does not depreciate expensed assets, even if the Depreciate check box in the Books and Mass Additions Prepare windows is checked for that asset.

You can query mass additions by source, project number, and task number in the Mass Additions Summary window. Choose the Project Details button from the Mass Additions window to view detail project information for the mass addition. You can view detail information only for mass additions or assets that have a project number assigned to them. You also can query by source and view project information for the assets created from these mass additions in the Assets, View Assets, Source Lines, View Source Lines, and Tax Workbench windows. You can query by source in the Add to Asset window as well.

Asset Manager is a new resource manager from Creator in v2.4 that replaces the previous loader. The new Asset Manager resource management module has features for loading resources, finding resources, destroying resources, caching resources, Asset Bundle, and more. Compared with previous loader, Asset Manager has better performance, easier-to-use APIs, and greater extensibility. All functions and methods are accessible via assetManager and all types and enumerations are accessible via the AssetManager namespace.

Some of the interfaces for assetManager and Asset Bundle have an additional options parameter, which greatly increase the flexibility and extend the space. In addition to configuring the builtin parameters of Creator, it is also possible to customize any of the parameters in options, and these parameters will be provided to the downloader, parser, and loading pipeline.

Hi @Torbolax, the Addressable setup that Gaia creates was originally designed to do a "spatial partitioning" of the assets used on the terrain - assets that only appear on a certain terrain are put in a certain asset bundle that only needs to be loaded as a dependency when that terrain piece is loaded. If an asset appears on two different terrains, they are being sorted in a shared bundle.

The goal was to reduce download times so that if a player e.g. enters the world on the lower left corner, only the assets used in that area are being downloaded first.

I assume what is happening in your case that due to the increasing number of bundles that are being created, the asset sorting process takes longer and longer to complete until it becomes unbearable slow.

The good news is that you can still create your addressable configuration manually as you want it, and have the terrain loader manager load the terrains in from addressables. The following should work:


1. Mark the terrain scenes found in the Terrain Scenes folder inside your session folder as addressable asset:




This should add the scenes into the addressable configuration window. It is important that the "key" to the scenes remains the default scene path like so:




2. Then select the terrain loader manager and activate the "Use Addressables" checkbox. With this box checked, the Terrain Loader Manager will now load the scenes as addressables using the path to the scene file as key.




That should be it already. If you build the addressable bundles with this config, the assets like trees, textures, etc. included in the scene files should be pulled in as dependencies, but you could also further refine the addressable configuration if needed.

Hi. Thank you for your reply. I am not using third party terrain shaders. Just HDRP Terrain Lit. I did the addressable analysis and I can locate the texture there. I can also get the name of the missing texture in debug line when loading from catalog (not using asset database) in editor. Strangely, when loading from asset database, everything works fine. On detail I have to mention on my setup: I have a start scene and that is the only thing on build settings. Then, pressing the map button loads the map scene from addressables. That is the root scene for gaia and terrain loaders load terrains after that scene is loaded. Not sure if this is affecting or not.

In *.vue components, all your templates and CSS are parsed by vue-html-loader and css-loader to look for asset URLs. For example, in and background: url(./logo.png), "./logo.png" is a relative asset path and will be resolved by Webpack as a module dependency.

Because logo.png is not JavaScript, when treated as a module dependency, we need to use url-loader and file-loader to process it. Quasar CLI has already configured these webpack loaders for you, so you basically get features such as filename fingerprinting and conditional base64 inlining for free, while being able to use relative/module paths without worrying about deployment.

Construction site environment with driving front-end loader. The Loader has moving parts and its wheels deform the landscape. You can move the spoon up and down and eject its contents. You can activate the lamps or the brake with buttons. Loader based on a scanned photorealistic vehicle - parts have changed and have been adapted to our version.

webpack uses loaders to preprocess files loaded via modules. This can be JavaScript files, static assets like images and CSS styles, and compilers like TypeScript and Babel. webpack 5 has a few built-in loaders for assets as well.

Now import the file in index.js and add the four loaders. They compile from last to first, so the last one you'll want in the list is sass-loader as that needs to compile, then PostCSS, then CSS, and finally style-loader, which will inject the CSS into the DOM.

Note: This is a setup for development. For production, you will use MiniCssExtractPlugin instead of style-loader, which will export the CSS as a minified file. You can this in the webpack 5 boilerplate.

From the assert module we use the notStrictEqual() method. This function takes two parameters: the value that we want to test (called the actual value) and the value we expect to get (called the expected value). If both arguments are the same, notStrictEqual() throws an error to fail the test.

Next, we use the throws() function of the assert module. This function was created so we can verify the errors that are thrown in our code. Its first argument is a function that contains the code that throws the error. The second argument is the error we are expecting to receive.

This output highlights the benefit of why we do automated testing with Mocha and assert. Because our tests are scripted, every time we run npm test, we verify that all our tests are passing. We did not need to manually check if the other code is still working; we know that it is because the test we have still passed.

In this tutorial, you wrote a Node.js module to manage TODO items and tested the code manually using the Node.js REPL. You then created a test file and used the Mocha framework to run automated tests. With the assert module, you were able to verify that your code works. You also tested synchronous and asynchronous functions with Mocha. Finally, you created hooks with Mocha that make writing multiple related test cases much more readable and maintainable.

Cypress errors because after a command, the subject becomes 'fixed' to aspecific element - since it can't retry commands, if the element becomesdetached from the page, we can't assert or interact on it.

Don't click links in your tests that navigate outside of yourapplication. Likely this isn't worth testing anyway. You should ask yourself:What's the point of clicking and going to another app? Likely all you careabout is that the href attribute matches what you expect. So make anassertion about that. You can see more strategies on testing anchor linksin our "Tab Handling and Links" example recipe.

ble_app_uart_c_pca10056_s140 fails with an assertion - I have downloaded nRF5_SDK_14.2.0_17b948a. For the example project examples\ble_central\ble_app_uart_c\pca10056\s140\ses I modified sdk_config.h values NRF_LOG_DEFERRED 0 and built the project with the segger tools. The project downloads the s140 soft device, and my code when I debug the project. However, in my debug terminal window I see:

Did you modify the example more than disabling deferred logging? The example should not generate a softdevice assert with this change. APP_ERROR_CHECK should also not fail if no error code is passed to it. Are you sure there is nothing happening at the same time that is causing the softdevice assert? Are you using the correct softdevice version supported by the SDK version?

Additional Load File[0]

Additional file to load on debug load. This property will have macro expansion applied to it.

Inherits

"../../../../../../components/softdevice/s140/hex/s140_nrf52840_5.0.0-2.alpha_softdevice.hex" from project in Common configuration


 I can only trust that the developer of the example chose the correct soft device. 


This example fails out of the box - you can literally reproduce it by unzipping nRF5_SDK_14.2.0_17b948a, doubleclicking nRF5_SDK_14.2.0_17b948a\examples\ble_central\ble_app_uart_c\pca10056\s140\ses\ble_app_uart_c_pca10056_s140.emProject, building and debugging. You won't need to do anything but tell the debugger to "go". 


There is no BLE activity (which is what caused me to investigate) and the example should have asserted (not that you can tell, because it doesn't print anything). If you turn off deferred logging you'll see the "asserted" printout and you'll be in app_error_fault_handler. be457b7860

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