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  News - Pokemon Go: Meltan Research Quest, Let's Go Launch Event Now Live
Posted by: xSicKxBot - 11-21-2018, 04:56 PM - Forum: Lounge - No Replies

Pokemon Go: Meltan Research Quest, Let's Go Launch Event Now Live

The newest pair of Pokemon adventures, Let's Go Pikachu and Let's Go Eevee, are now available for Nintendo Switch. Among other things, the games feature connectivity with Pokemon Go, allowing you to transfer certain monsters over from the mobile title. In fact, doing this is quickest way to unlock the new Mythical Pokemon Meltan, but even if you don't own either of the Switch titles, you'll have a way to get the new Hex Nut Pokemon in Go.

A new Special Research questline centering around Meltan is now live. By completing the missions assigned by Professor Willow, you'll be able to encounter the new Mythical Pokemon in Pokemon Go, even without connecting it to either of the Let's Go titles. The new questline arrived much earlier than anticipated; The Pokemon Company had previously teased that Special Research related to Meltan would be available this "winter," although it hadn't provided a time frame.

In addition to the new Special Research, Niantic is rolling out a few more special events to commemorate the launch of Pokemon: Let's Go. First, you'll be able to collect new Field Research tasks focusing on Gen 1 Pokemon at PokeStops from now until November 27. Niantic says these tasks feature monsters "not commonly found" in either of the Let's Go games, such as Kabuto and Omanyte, giving you a good incentive to catch and transfer them over.

On top of that, new Raid Battles are slated to arrive in Go from November 23-26. During this time frame, you'll be able to encounter certain Eevee evolutions--Flareon, Jolteon, Vaporeon, Espeon, and Umbreon--as Raid Bosses. Raichu and Alolan Raichu will appear as Raid Bosses more commonly during this period as well.

Unlike other Mythical Pokemon, Meltan is capable of evolving. Its second form is known as Melmetal, and it can learn an exclusive Steel-type attack called Double Iron Bash. Be sure to check out our guide on how to get Meltan and Melmetal. We've also put together nine tips to know before starting Pokemon: Let's Go and a guide on how to catch Bulbasaur, Charmander, and Squirtle.

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  The State of the Octoverse: Top Programming Languages of 2018
Posted by: xSicKxBot - 11-21-2018, 04:56 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

The State of the Octoverse: Top Programming Languages of 2018

At the core of every technology on GitHub is a programming language. In this year’s Octoverse report, we published a brief analysis of which ones were best represented or trending on GitHub. In this post, we’ll take a deeper dive into why—and where—top programming languages are popular.

There are dozens of ways to measure the popularity of a programming language. In our report, we used the number of unique contributors to public and private repositories tagged with the appropriate primary language. We also used the number of repositories created and tagged with the appropriate primary language.

Top programming languages by repositories created, 2008-2018


Top repositories, year over year, by number of repositories created

Read more at GitHub

Click Here!

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  Microsoft - More ways to improve patient care with AI and blockchain
Posted by: xSicKxBot - 11-21-2018, 04:56 PM - Forum: Windows - No Replies

More ways to improve patient care with AI and blockchain

Whether you’re interested in using Artificial Intelligence (AI) and Machine Learning (ML) to drive better health outcomes, reduce your operational costs, or improve fraud detection, one way you can better unlock these capabilities is through leveraging blockchain.

In my last blog, “Improving Patient Care through AI and Blockchain – Part 1,” I discussed several opportunities for blockchain to help advance AI in healthcare, from sourcing more training data from across a consortium, to tracking provenance of data, improving the quality of AI with auditing, and protecting the integrity of AI using blockchain. In this second blog, take a look at four more reasons to consider blockchain for advancing AI in healthcare.

  1. Shared models
    In cases where constraints exist that preclude the sharing of raw training data from across a consortium of healthcare organizations, for legal or other reasons, it may be possible to incrementally train shared models, enabled by the blockchain. In this approach the AI / ML models themselves can be shared across the network of healthcare organizations in the consortium, rather than the raw training data, and these shared models can be incrementally trained by each organization using its training data, and within its firewall. Blockchain can then be used to share the models as well as metadata about training data, results, validations, audit trails, and so forth.
  2. Incentivizing collaboration using cryptocurrencies and tokens
    Cryptocurrencies and tokens on blockchain can be used to incent and catalyze collaboration to advance AI / ML in healthcare. From sharing of training data, to collaboration on shared models, results, validations, and so forth, healthcare organizations can be rewarded with cryptocurrencies or tokens proportional to their participation and contribution. Depending on how the blockchain is setup these cryptocurrencies or tokens could be redeemed by participating healthcare organizations for meaningful rewards, or monetized. This can be useful in any AI / ML blockchain initiative both as an accelerant, and could also be critical to overcome potential impediments and reservations to collaboration that can arise where the size / value of contributions from organizations across the consortium are asymmetrical.
  3. Validating inference results and building trust fasterBefore AI / ML models can be used for patient care they must be validated to ensure safety and efficacy. A single organization validating a model alone will take more time to achieve an acceptable level of trust than would be the case for a consortium of healthcare organizations concurrently collaborating to validate a shared model. Blockchain can be used to coordinate and collaborate around such validation to increase synergy, minimize redundant efforts, accelerate validation, and establish trust in a new model faster.
  4. Automation through smart contracts and DAOsExecutable code for processing transactions associated with AI / ML, whether procurement of training data or otherwise, can be implemented on blockchains in the form of smart contracts. DAOs (Decentralized Autonomous Organizations) such as non-profits can also be built using smart contracts to automate whole enterprises that can facilitate advancing AI / ML in healthcare at scale.

Keep the conversation going

If you’re interested in using AI, ML, or blockchain for healthcare, you know that new opportunities are constantly surfacing and with it come a whole host of new questions. Follow me on LinkedIn and Twitter to get updates on these topics as well as cloud computing, security, privacy, and compliance. If you would like to explore a partnership as you work to implement AI and/or blockchain for your healthcare organization, we’d love to hear from you.

For more resources and tips on blockchain for healthcare, take a look at part 1 of this series here.

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  Mobile - Review: Football Manager 2019 Touch
Posted by: xSicKxBot - 11-21-2018, 04:56 PM - Forum: New Game Releases - No Replies

Review: Football Manager 2019 Touch

Living in the south of England, just outside London, I’m naturally a Manchester United fan. Supporting this Red Devils in the post-Fergie era is not easy. The current manager is world-class, they’ve got plenty of high-calibre international players at the club and at times they still play some excellent football, but at the same time their style of play can be very frustrating to watch, their form is inconsistent and they keep failing to seriously challenge for the major honours again. It hasn’t yet started getting any better from one season to the next.

Football Manager Touch has followed a similar pattern in the few years that it’s been around. Like with watching Man United these days, Sports Interactive’s sports simulation for tablets has a lot of quality running through it and is truly great at times but it leaves you feeling slightly underwhelmed and wanting more. This year’s edition, FM19 Touch, leaves the same impression.

I’ll return to this later for my conclusion – but for now, let’s go over some basics and some positives.

fm19touch 6

Football Manager Touch is the more advanced, and expensive at £20, of the two handheld versions of the premier football management sim. It’s somewhere in-between the streamlined Mobile game and the full-blooded PC game. This is the fifth tablet instalment of FM Touch, which started in 2015 as FM Classic in reference to how it offered a retro-inspired, stripped-back and speedier experience compared to the desktop game while still offering a good amount of the depth and complexity.

I’m not going to go all the way back to the beginning and explain what type of game Football Manager is because I’m going to assume you know already. If you are here reading this and don’t know what it’s all about then that’s weirder than Paul Pogba’s penalty run-ups. Suffice to say, in the main career mode you take charge of a real-world football club and then manage them through seasons as you pick the team, sign new players, choose tactics for matches and hopefully lead them to glory rather than get the sack from your virtual employer.

fm19touch 7

FM Touch is designed to give wannabe bosses who are ‘bursting with ambition but short on time’ an on-the-go management experience that dispenses of distractions like the ‘media circus’ and offers instant results on match days to help blast through fixtures. It’s a streamlined format with less micro-managing compared to the bigger, bulkier main title but it still provides a weighty, immersive and addictive game.
Sports Interactive has settled into a routine of annual releases of its three Football Manager, including Touch. Like with other franchises, players are expected to pay out again for the ‘new’ game which is basically the same as the previous year save for updated rules and rosters along with a few tweaks and added features.

One change for this year is the presentation has been given a bit of a revamp, with a fresher and brighter new look. Like when your team unveils a new kit, this doesn’t make much difference to how the game plays but it looks nice. The user interface and screen layout are much the same as before, being intuitive and easy to use for the most part. It can occasionally be slightly fiddly to tap on the correct part of the screen and there’s a minor new annoyance this time in how information in certain text boxes is cut short.

fm19 Tactics

A more significant addition for FM19 is tactical styles which put another layer on top of the already immense range of option for setting up your team. You can now choose from a selection of pre-set systems such as high-intensity gegenpress, the Spanish-flavoured tiki-taka or the more rudimentary route one, which serve as the overall philosophy for how your team plays. There is a vast amount of customisations for each of these structures as you put plans in place across the three phases of possession, transition and not-in-possession. Then on top of this you can choose from numerous formations, or create your own, while also assigning roles and detailed instructions to individual players. 

The tactical possibilities are insane and overwhelming, but they are also a big part of the game’s appeal. One small gripe is there is sometimes a lack of information easily available in the game to explain what all the options mean. The new inductions (tutorials on certain parts of the job) are useful, but having a more easily accessible glossary at your fingertip on particular screens would be handy.

fm19touch 5

As well as enhancements to the tactical side of the game, training has also been given something of a revamp. You now get a rating of 1 to 10 for each player showing well are they performing in training, and you can also set several aspects of each player’s training routine. You can dictate which position, role and duty each player trains on, which areas they will have additional focus on, such as strength or speed, and what intensity they will train at. Beyond this, you can encourage certain traits in players across various categories including movement, passing and technique.

I suspect most people will still leave the training to their in-game assistant manager because it does remain one of drier more number-driven parts of the game, but it does provide plenty of scope to get hands-on with the development of your squad should you want to. The rest of the game remains much the same as last year, and the year before. Further changes are either unnoticeable or insignificant.

fm19touch 1

I called the 2018 version of FM Touch a “magnificent game in many ways” and the 2019 edition is every bit as worthy of this description. There is still so much to like about it and it continues to be a huge, absorbing and generally enjoyable game, with the new features I’ve described only adding to its authenticity and complexity. But … there has to be a but as I swing back around to my opening when I compared FM Touch to Man United and said it can leave you feeling slightly underwhelmed and wanting more.

Another thing I said in my review of last year’s game was that it needed to deliver more next time to stop the series going stale. Sadly, it hasn’t really delivered more, and the series is starting to go stale. The game hasn’t evolved very far from when it first arrived in 2015. There have been improvements around the edges, including this year’s tactics and training alterations, but none of these have been very big steps forward.

Whether through picking a new coach and plotting a different direction or signing players who bring extra quality, football teams are constantly looking to better themselves – at least those teams that want to get to the top or stay there. This is what Sports Interactive should be doing with FM Touch; always looking to make each new game distinct and distinctly superior to the previous one. But they don’t seem to do that – each new game is at best an incremental improvement on the previous year.

fm19touch 10

Whether it’s a lack of ambition (perhaps evidenced by the addition of the German league being one of the main new features this year – big whoop), a lack of resource or just not prioritising this version, it feels like the effort is rather half-hearted. The two big things I’ve been calling for are media work such as press conferences and staff interactions such as being able to talk to your players. Both of these features are again absent in FM19 Touch, and that’s to the game’s detriment. It means there is no opportunity to show any personality or stamp your identity on anything.

Sports Interactive continues to boast that its games “skips the pre-match proceedings and media circus to focus your attention on the best bits – squad building and match day”. I respectfully disagree with them about these being the best bits and about leaving out the other bits. I don’t want the Touch game to become as bloated and time-consuming as the PC version, but there needs to be something better than a few adjustments to justify charging people £20 (a massive amount in mobile game terms) for essentially the same game again next year.

For now, FM19 Touch is easily top of the league because there are no other similar games that even come close to it – but, like my Old Trafford outfit, you feel it could and possibly should be doing better.

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  PS4 - Farming Simulator 19
Posted by: xSicKxBot - 11-21-2018, 10:58 AM - Forum: New Game Releases - No Replies

Farming Simulator 19



The multimillion-selling franchise takes a giant leap forward for 2018 -- the ultimate farming simulation returns this year with a complete overhaul of the graphics engine, offering the most striking and immersive visuals and effects, along with the deepest and most complete farming experience ever!

Farming Simulator 19 takes the biggest step forward yet with the franchise's most extensive vehicle roster ever! You'll take control of vehicles and machines faithfully recreated from all the leading brands in the industry, including for the first time John Deere, the largest agriculture machinery company in the world, Case IH, New Holland, Challenger, Fendt, Massey Ferguson, Valtra, Krone, Deutz-Fahr and many more.

Farming Simulator 19 will feature new American and European environments in which to develop and expand your farm and will introduce many exciting new farming activities, including new machinery and crops with cotton and oat! Tend to your livestock of pigs, cows, sheep, and chickens -- or ride your horse for the first time, letting you explore in a brand-new way the vast land around your farm.

Publisher: Focus Home Interactive

Release Date: Nov 20, 2018

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  News - GTA 5 Black Friday 2018 Deals: PS4, Xbox One
Posted by: xSicKxBot - 11-21-2018, 08:09 AM - Forum: Lounge - No Replies

GTA 5 Black Friday 2018 Deals: PS4, Xbox One

Grand Theft Auto V may be over five years old now, but the game is still consistently one of PS4 and Xbox One's best-selling titles every month. It's also one of the most commercially successful video games of all time, shipping more than 100 million units worldwide. If you're one of the seemingly few remaining people who have yet to pick up the title (or plan on giving it to someone this holiday season), you'll be able to find some good deals on it this Black Friday.

Many retailers have already begun sharing their Black Friday ads ahead of the big shopping day, giving you the opportunity to scope out all of the sales before embarking on your retail expedition. While there don't seem to be too many deals on GTA V as of yet, the best one at the moment can be found at Best Buy. The electronics giant is selling GTA V: Premium Online Edition for $20. This edition comes with the base game as well as some freebies for GTA Online, including the Criminal Enterprise starter pack, a handful of vehicles, weapons, and more.

Walmart will also have a discount on the Premium Online Edition of GTA V this year. Starting at 6 PM local time on Thanksgiving, you can pick up the open-world game for $25. You'll be able to snag it before then if you're planning on doing your shopping online; Walmart's Black Friday deals kick off on Walmart.com on Wednesday, November 21 at 7 PM PT / 10 PM ET, while Best Buy will offer its deals even sooner in some cases.

If you get a copy in time, you'll be able to get some free GTA 5 money for use in GTA Online by simply logging in right now.

GTA V first launched to critical acclaim back in 2013. GameSpot awarded it a 9/10 in our GTA V review, calling it "the bar by which all other open-world games, or indeed any game that aims for a cinematic feel, should be judged." Despite its age, Rockstar continues to roll out new content for its GTA Online mode, such as the recent After Hours nightclub update.

You can see all of the GTA V deals so far below. We'll continue to update this list as more deals are announced, so be sure to check back often for the best savings you can find on GTA V. This year, Black Friday falls on November 23; you can find even more discounts on other games, TVs, and more in our Black Friday roundup.

Grand Theft Auto V

PS4

Xbox One

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  Fedora - How to install extensions via the Software application
Posted by: xSicKxBot - 11-21-2018, 08:09 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

How to install extensions via the Software application

GNOME is the default desktop environment shipped with Fedora Workstation. GNOME Shell provides an awesome, minimal, default experience that is easy to pick up and use. However, GNOME Shell Extensions make it easy to add to and change the behavior of GNOME.

The extensions.gnome.org website is the canonical source for quality GNOME extensions, and previously, the easiest way to install was directly from the website. However, recent updates to the GNOME Software application now allow you to browse, search, install, and update extensions from extensions.gnome.org. This how to covers the basics of installing these extensions using GNOME Software.

Check the Software Sources


On a Fedora Workstation install, extensions.gnome.org should already be enabled by default as a software source. However, it pays to check that it is enabled before proceeding.

First open the Software Repositories dialog by in Software’s application menu:

software application app menu

Then scroll down, finding the extensions.gnome.org item, and checking it is enabled, and enabling it if needed.

Browse Extensions


With the correct software source enabled, extensions from extensions.gnome.org will start appearing in searches in the Software application. To browse just the extensions, click on the Add-Ons category on the main Software page:

The Shell Extension tab then lists all the available extensions:

Note that some of the extensions above are doubled-up. This is because these extensions are also available as RPMs in the official Fedora repositories.

Installing an Extension


Installing an extension is done in the same manner as any other item in the Software Application — simply press the install button and you will be right to go. Note too, that once an extension is installed, you are easily able to launch the extension settings from the details page. Additionally, note the Source item in the details. This shows you if the extension you are installing is from the official Fedora repos, or the extensions.gnome.org source.

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  Introducing the Non-Code Contributor’s Guide
Posted by: xSicKxBot - 11-21-2018, 08:09 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Introducing the Non-Code Contributor’s Guide

It was May 2018 in Copenhagen, and the Kubernetes community was enjoying the contributor summit at KubeCon/CloudNativeCon, complete with the first run of the New Contributor Workshop. As a time of tremendous collaboration between contributors, the topics covered ranged from signing the CLA to deep technical conversations. Along with the vast exchange of information and ideas, however, came continued scrutiny of the topics at hand to ensure that the community was being as inclusive and accommodating as possible. Over that spring week, some of the pieces under the microscope included the many themes being covered, and how they were being presented, but also the overarching characteristics of the people contributing and the skill sets involved. From the discussions and analysis that followed grew the idea that the community was not benefiting as much as it could from the many people who wanted to contribute, but whose strengths were in areas other than writing code.

This all led to an effort called the Non-Code Contributor’s Guide.

Now, it’s important to note that Kubernetes is rare, if not unique, in the open source world, in that it was defined very early on as both a project and a community. While the project itself is focused on the codebase, it is the community of people driving it forward that makes the project successful. The community works together with an explicit set of community values, guiding the day-to-day behavior of contributors whether on GitHub, Slack, Discourse, or sitting together over tea or coffee.

By having a community that values people first, and explicitly values a diversity of people, the Kubernetes project is building a product to serve people with diverse needs. The different backgrounds of the contributors bring different approaches to the problem solving, with different methods of collaboration, and all those different viewpoints ultimately create a better project.

The Non-Code Contributor’s Guide aims to make it easy for anyone to contribute to the Kubernetes project in a way that makes sense for them. This can be in many forms, technical and non-technical, based on the person’s knowledge of the project and their available time. Most individuals are not developers, and most of the world’s developers are not paid to fully work on open source projects. Based on this we have started an ever-growing list of possible ways to contribute to the Kubernetes project in a Non-Code way!

Get Involved


Some of the ways that you can contribute to the Kubernetes community without writing a single line of code include:

The guide to get started with Kubernetes project contribution is documented on Github, and as the Non-Code Contributors Guide is a part of that Kubernetes Contributors Guide, it can be found here. As stated earlier, this list is not exhaustive and will continue to be a work in progress.

To date, the typical Non-Code contributions fall into the following categories:

  • Roles that are based on skill sets other than “software developer”
  • Non-Code contributions in primarily code-based roles
  • “Post-Code” roles, that are not code-based, but require knowledge of either the code base or management of the code base

If you, dear reader, have any additional ideas for a Non-Code way to contribute, whether or not it fits in an existing category, the team will always appreciate if you could help us expand the list.

If a contribution of the Non-Code nature appeals to you, please read the Non-Code Contributions document, and then check the Contributor Role Board to see if there are any open positions where your expertise could be best used! If there are no listed open positions that match your skill set, drop on by the #sig-contribex channel on Slack, and we’ll point you in the right direction.

We hope to see you contributing to the Kubernetes community soon!

This article originally appeared on the Kubernetes Blog.

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  Substance Painter Fall Update
Posted by: xSicKxBot - 11-21-2018, 08:09 AM - Forum: Game Development - No Replies

Substance Painter Fall Update

Substance Painter, the popular PBR based texturing application, just received a major update.  The fall update comes with a completely new rendering engine resulting in better performance with lower hardware demands by incorporating Sparse Virtual Textures, which simulate large textures using less memory.  The new engine also supports up to 300 UV Tiles at once enabling support for massive scenes.  There are also several new tools aimed at mobile users including a new 2D viewport exporter with the ability to bake into a single high resolution texture and more.

Complete details on new features from the release notes:

Added:

  • Summary: a huge boost in performance, viewport upgrades, proper 2D view export, new UI helpers, an enhanced symmetry tool and new content
  • [SVT][Engine] Sparse Virtual Textures (SVT)
  • [SVT][Preferences][UI] SVT hardware support acceleration option
  • [SVT][Log] Additional information for Sparse Virtual Texturing feature (e.g. size disk)
  • [SVT][UI] Message window at start if size on disk too low for the cache
  • [SVT][Preferences][UI] Substance Painter global cache location
  • [SVT] New environment variable to specify the path of the cache of Substance Painter
  • [SVT] New environment variable to activate the SVT hardware support acceleration
  • [SVT] Detect sparse support by hardware
  • [SVT][Hardware Sparse] Raise minimum driver version for Nvidia GPU
  • [SVT][Shader][[Viewport][UI] Warn user if artefacts present with Sparse Virtual Texturing at project opening
  • [Anti-aliasing][Viewport] New temporal anti-aliasing filtering for 3D viewport (via Display Settings)
  • [Export] Export the content of the 2D viewport as a single texture
  • [Export][Dithering] Expose dithering at export
  • [Layer stack] Colors on layers and folders
  • [Layer stack] Quick activation and deactivation of multiple layers and effects
  • [Layer stack] Easier navigation for blending modes with up down keys and mouse scroll
  • [Proj][UI] Additional rotation manipulator on all three axis for triplanar
  • [Proj][Shorcuts] – and + to change the UV projection manipulator size
  • [Shader] Control coated layer parameters with channels in the PBR-coated shader
  • [Substance] Expose new mesh-based texture inputs for filters and generators
  • [Symmetry][Viewport][UI] Control symmetry offset with manipulators
  • [Symmetry][Contextual toolbar][UI] New symmetry panel with options
  • [Symmetry] New symmetry line intersection mode
  • [Symmetry] New symmetry clone cursor
  • [Symmetry][Shortcuts] Q to hide and -, + to change size and shift to snap
  • [Log] Improve error messages when unable to export textures
  • [Scripting] Allow to change or update the resources in Display Settings
  • [Scripting] Allow to create or remove channels in Texture Sets
  • [Content][Shaders] Add support for anisotropy with a dedicated shader (pbr-metal-rough-anisotropy-angle)
  • [Content] Update of the preview sphere with anisotropy and modified angle
  • [Content] Updated matFx shutline
  • [Content] New Texturing.XYZ seamless face scan
  • [Content] New anisotropic procedurals
  • [Content] New filter: baked lighting stylized
  • [Content] New environment map: studio automotive neutral
  • [Content] New project template: PBR – metallic roughness Anisotropy angle (with anisotropy channels)
  • [Content] New project template: PBR – metallic roughness Coated

Fixed:

  • [Color Picker] Painting cursor appearing when trying to pick a color
  • Crash by Selecting or Unselecting layers in a specific order can lead to crash
  • Crash when pasting as an instance a layer with a mask
  • [User Channel][Regression] Crash when renaming user channel
  • [User Channel] Grayed brush preview
  • [Alembic] Only one texture set from several materials after import
  • [Engine] Exported texture differs from viewport for brush stamps
  • [Engine] Invert with a level effect does not fully affect a texture
  • [Material picker is applying a brush stroke while picking
  • Switching resolution to 128x128px leads to a crash
  • Mesh map links are not updated properly when rebaking or instancing layers
  • [Substance] UserData ColorSpace does not work on Baked Mesh Normal requested as input
  • MDL association mismatch when using multiple shaders instances
  • [Symmetry][Fill Layer] Symmetry plane and its manipulator active in Fill Layer
  • [Viewport] Pivot point for translation not always updated after clicking
  • [UI] Fixed icons and removal of placeholders for HDPI monitors

Known Issues:

  • Computation freeze on AMD VEGA GPUs
  • Huion tablet issue with shortcuts on Windows OS
  • Anti-aliasing and shadows when active together may give unexpected results

You can learn a great deal more about this release in this blog post.

Art GameDev News


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  News - Xbox Live: Black Friday 2018 Xbox One Game Deals Live For All
Posted by: xSicKxBot - 11-21-2018, 12:48 AM - Forum: Lounge - No Replies

Xbox Live: Black Friday 2018 Xbox One Game Deals Live For All

We've reached Black Friday week, the biggest shopping event of the year. Some deals are going live early, but if you're interested in digital games, there's no need to wait any longer: Microsoft has kicked off its annual Xbox Live sale, dropping prices on hundreds of digital Xbox One and Xbox 360 titles. After initially being available only to Xbox Live Gold members, the sale has now expanded to everyone--just be aware that some prices are lower for Gold members.

Some of the biggest heavy hitters include Call of Duty: Black Ops 4 for $48, Red Dead Redemption 2: Special Edition for $72, and Forza Horizon 4 for $39. And if those won't do it for you, you can grab Destiny 2: Forsaken Legendary Collection for $36, or Shadow of the Tomb Raider and Far Cry 5 for $30 apiece. Those are excellent prices for some of the biggest recent releases.

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Ubisoft has dropped prices on the many Assassin's Creed games, with Odyssey down to $40 and Origins on sale for $20. A trio of Tom Clancy games is available for cheap as well; The Division is discounted to $10 and Ghost Recon Wildlands and Rainbow Six Siege are available for $15 each.

Not to be outdone, some of the best backward-compatible Xbox 360 games are also on sale. You can pick up Castlevania: Symphony of the Night for $5, Red Dead Redemption for $10, or a couple of Splinter Cell games for $10 or less. And if you're into Metal Gear, you can nab some great discounts on the series, including Metal Gear Solid HD Edition, which contains remastered versions of games 2 and 3, for $10.

You'll find well over a hundred other discounted games in the list below, or you can see the full sale here.

If you don't have a current Xbox Live Gold subscription, you can get a one-month membership between now and November 30 for just $1 / £1. That grants you early access to the sale and also gets you this month's free Games with Gold. Additionally, between now and January 3, 2019, you can get a month's worth of Xbox Game Pass for $1 / £1. This subscription service lets you download and play a selection of over 100 games, including all recent first-party titles like Forza Horizon 4 and Sea of Thieves.

Xbox One Games On Sale

Best Black Friday Deals

All The Game Deals

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