@aras_p@AlanZucconi They might have been able to make it work… if the two teams had designed the two pipelines together with a cohesive API. Instead, both teams kind of ran off an did their own thing.
@Tom14985282@timsoret Of course not. The data has been encoded into a latent space, and then into a graph of weights. It's a lossy compression, but a percentage of the data is still there. Which is why outputs can sometimes closely match the original data.
@DMeville I’ve never been a fan of ReSharper C++ with Unreal. It’s just too slow on top of VS. I’d guess that’s why they’ve leaned into building that support into Rider.
@DMeville Ya, it’s just leagues ahead as far as autocomplete features go, especially with Unreal. If you’re used to C#, it’s a much closer experience with Rider.
@FreyaHolmer I think the simplest, and probably most performant is way is treating the spline as a list of knots. When you add or change a knot, you set a dirty flag or increment an internal version count.
void Add/Update/Remove(Knot k, bool updateSpline=true)
@hmltn Because they’re distancing themselves from the Facebook brand. Instead of requiring a Facebook account (eww), you get a Meta account. Eventually Facebook will be absorbed into Meta somehow, rather than the other way around. They just flipped the process.
@DevRelCallum I’d just recommend not using an all in one water cooler on a Threadripper. They can degrade pretty significantly over time and Threadrippers run pretty hot, which is not a fun combo to deal with later. Just stick with a nice fan and save a possible headache