primordic/IssueDupesLite huggingface dataset:
Repository: ValveSoftware/SteamOS

Issue #1524: [Feature Request] Integrate Steam Input into the OS itself.
Created: 2024-05-23T10:16:05Z
Currently Desktop keybinds made in Steam Input require Steam the application to be launched and remain open. I propose that Steam Input should be built into Steam OS's Desktop environment at the OS/Kernel level. This would allow the keybinds to work immediately as soon as the switch to Desktop mode occurs, and Steam Input would continue to work even if the Steam the application is closed.

Duplicate issue #1589: [Feature Request] Build Steam input into Steam OS Desktop mode natively at the Kernel level.
Created: 2024-08-08T04:32:00Z
The current implementation of Steam Input for Desktop Mode controls has a delay as the Steam Desktop application needs to launch first before custom button mappings are usable (like mouse control on the left trackpad or remapping the mouse click buttons). The default controls work first (like 10-15 or more seconds as Steam launches), then the controls stop working entirely for a few seconds as Steam starts up (3-5), and then I can finally I'm able to use my custom mappings.
It would be great if you could build Steam Input into Steam OS's Kernel directly so that custom Desktop mappings are immediately usable and are independent of the Steam Desktop application.
The other thing is this would allow steam input mappings to persist even when steam is closed. That would also allow summoning the virtual keyboard at all times since that would no longer be dependent on the Desktop application as well.

Closing comment (2024-08-08T11:21:40Z): Hello @jazir555, please do not intentionally open duplicate issue reports.
Closing as a duplicate of #1524.
Repository: ValveSoftware/SteamOS

Issue #1243: Unable to use amd_pstate scaling driver
Created: 2023-11-27T20:21:32Z
Your system information

Steam client version: Latest
SteamOS version: 3.5.7
Opted into Steam client beta?: No
Opted into SteamOS beta?: No
Have you checked for updates in Settings > System?: Yes

Please describe your issue in as much detail as possible:
Steps to reproduce:

Edit /etc/default/grub and add amd_pstate=passive to the "GRUB_CMDLINE_LINUX_DEFAULT" line
Run update-grub
Reboot
Read dmesg

Expected outcome:

The amd_pstate scaling driver is loaded

Actual outcome:

dmesg shows unknown kernel command line parameters amd_pstate=passive, will be passed to user space.

Notes:

amd_pstate is supported since kernel 5.19. Since SteamOS is using 6.1, it should work, but it does not.

Duplicate issue #1345: Vulkan CPU High frequency / Power draw
Created: 2024-01-10T20:26:24Z
Your system information

Steam client version: 1704760224
SteamOS version: 3.6
Opted into Steam client beta?: Yes
Opted into SteamOS beta?: Yes
Have you checked for updates in Settings > System?: Yes

Please describe your issue in as much detail as possible:
From my experience when launching a title using native vulkan (dxvk is not affected), the CPU ramp up to max frequency, leaving no room for the GPU.

Currently the only way to mitigate this issue is to install powertools and limit the cpu clock.
As soon as it is locked to 1700mhz, cpu temp goes down, GPU clock goes up ans FPS follows.

This have been observed in DOOM (2016) and Cemu (proton or native).
Also might not be related but DOOM Vulkan is locking at half frame rate if running past 60fps. 62hz leads to 31 fps, 90 to 45 etc.
I did play around with vsync with no success.
Occurred in steamos stable/beta/main channels.
I do not have other vulkan native games to try.
Everything is working as intended on my linux desktop, so i guess it could be related to steamos mesa implementation.
Currently the only way to mitigate this issue is to install powertools and limit the cpu clock.
As soon as it is locked to 1700mhz, cpu temp goes down, GPU clock goes up ans FPS follows.
Excepted behavior: CPU Clock follow the demand, and do not max out.
Steps for reproducing this issue:

Launch DOOM (2016) (or possibly any native and intensive vulkan games)
Pay attention to CPU frequency.

Closing comment (2024-01-15T17:34:45Z): Could be related to #1243 , leading to bad energy management.
Repository: ValveSoftware/SteamOS

Issue #92: Feature Request - Input Control in SteamOS
Created: 2013-12-25T20:49:26Z
Ideally, I'd like to see a way of calibrating mouse/trackpad sensitivity in SteamOS's primary client, as well as keyboard options.  It would reduce the need to drop to Gnome which would make the client the primary location for controlling the majority of features.  In enabling this, we could reduce the exposure to Gnome, making a more polished feeling system.  It also streamlines overall usage of the client.

Duplicate issue #128: [Feature Request] Mouse options in bpm
Created: 2014-01-23T10:39:49Z
Would be great if we could change the mouse options in bpm, scroll speed and mouse sensitivety, Is way to fast now.
I can change it trough desktop mode for now.

Closing comment (2014-01-23T14:29:00Z): Duplicate of #92.
Repository: ValveSoftware/SteamOS

Issue #318: SteamOS 2.0 won't install on Mesa systems
Created: 2015-06-26T19:09:57Z
This is an old old issue affecting "bleeding edge" distros like Arch, which finally affects SteamOS.
Steam Runtime bundles libstdc++.so.6 and libgcc_s.so.1 from GCC 4.8.3
Brewmaster ships with GCC 4.9.2.
Because C++ is a toy language, and our linker is terrible, we wind up in a situation where the distro foobar_dri.so module (as required for Mesa) tries to load the Steam Runtime version of libstdc++.so.6 rather than the distro version, which fails due to missing symbols in the Steam Runtime copy vs. the copy foobar_dri.so was built against.
The end result here is steam can't display its window. causing the SteamOS install to hang forever at the client bootstrap phase.

Duplicate issue #305: Blank screen after "Preparing Hardware Drivers..." spash screen with Bay Trail board.
Created: 2015-04-29T09:08:28Z
Apologies if this has already been reported - I've found a few other reports of a similar issue on the web.
System is an ASRock Q1900-ITX connected to a Samsung TV via the HDMI port. Nothing is connected to the other video outputs.
Everything during install seems fine until the post install update of Steam in desktop mode - the desktop loads and shows a warning about Gnome failing to load properly and running in fallback mode. Then after Steam updates and the system reboots, the "Preparing Hardware Drivers..." with the purple steam logo splash screen loads. This is then replaced with a blank (black) screen. Rebooting gives the purple steam logo followed by a blank screen.
From the blank screen I can get to the console via Ctrl+Alt+F2. I can't see any obvious errors in /var/log/xorg.0.log, dmesg, etc.

Closing comment (2015-08-18T15:58:40Z): Duplicate of #318 ?
Repository: ValveSoftware/SteamOS

Issue #23: Add support for Nvidia Optimus based devices
Created: 2013-12-14T18:35:56Z
It seems like it's currently not possible to run SteamOS on devices using Nvidia Optimus. On Arch Linux I needed to install bumblebee (optirun) to enable Nvidia Optimus, this package is not in the steam repository .
A possible workaround for this problem is to install bumblebee from the debian repositories. See: https://wiki.debian.org/Bumblebee#Installation
By default SteamOS doesn't have any debian repositories, you can add the debian repositories by editing /etc/apt/sources.list. I generated new entries for the sources.list  using http://debgen.simplylinux.ch/ (this website generates entries based on your location).
Be careful: I tried to get Bumblebee running, but for some reason the Nvidia driver is refusing to load. (it used to load :-()

Duplicate issue #410: Hybrid graphics Intel/NVIDIA not working (ASUS ROG GR8 with Brewmaster)
Created: 2015-11-10T20:24:04Z
I have an ASUS ROG GR8 with SteamOS installed, but it only seems to utilize the integrated Intel GPU and never the discrete NVIDIA GPU.
This machine is used for gaming so I don't care about shutting the discrete GPU down for efficiency - I would prefer using it at all times for the sake of performance.  If SteamOS could recognize this hardware setup and allow for a simple user selection between toggling the discrete GPU on and off (and allow it to be left on) in the settings menu that would resolve this issue nicely without the need to include any kind of power optimization algorithm.
I would think that ASUS would have to have a resolution for this issue in place before launching the GR8S - unless they plan on changing the hardware configuration from the GR8, but I don't know.

Closing comment (2015-11-12T02:46:33Z): Duplicate of #23.
Repository: ValveSoftware/SteamOS

Issue #705: SteamOS is languishing
Created: 2020-01-28T10:52:23Z
Your system information

Steam client version: Jan 18 2020, at 03:31:10; 1579321278
SteamOS version: SteamOS 2.0 update 1:2.195
Opted into Steam client beta?: No
Opted into SteamOS beta?: No
Have you checked for updates in Settings > System?: Yes

Please describe your issue in as much detail as possible:
A number of games which used to run under SteamOS have now stopped running after being updated.  For example, all of the Paradox catalogue and most recently, Planetary Annihilation: TITANS.
Paradox games now seem to all require a newer libstdc++.so (no idea why).  And it looks like they're also starting to need a newer libdbus-1.so.  This has been discovered a few times after extensive debugging and faffing around in concert with Paradox support.  Copying .so binaries from Ubuntu .debs has fixed this for specific games.  During my last interaction with Paradox support, they had this to say:

Because this is only happening on an unsupported OS I cannot log a bug report on it. I'm afraid I can only predict this will keep happening until and unless Steam produce a version based on Debian 9 instead of the outdated 8.

Steps for reproducing this issue:

Run some games that used to run on SteamOS.
Feel sad when the game either crashes or displays an error and brings you back to the SteamOS library.

Duplicate issue #714: The system has not been updated for nearly a year. When will it be updated
Created: 2020-04-13T08:47:41Z
The system has not been updated for nearly a year. When will it be updated

Closing comment (2020-04-13T12:38:42Z): Closing as a duplicate of #705.
Repository: ValveSoftware/SteamOS

Issue #1512: Waking from sleep into a VRR-enabled state causes monitor error/no display
Created: 2024-05-15T12:14:25Z
Your system information

Steam client version: 1715635533
SteamOS version: 3.6.2
Dock Firmware Version: 0.13.15.124
Opted into Steam client beta?: Yes
Opted into SteamOS beta?: Yes
Have you checked for updates in Settings > System?: Yes

Please describe your issue in as much detail as possible:
When playing a game or sitting in the Steam UI with VRR enabled, I expect that when putting your system to sleep and then waking it, the Steam Deck will still output to its connected external display.
However, what happens instead is that waking from sleep into a VRR-enabled state prevents any image from being shown on my monitor. The monitor shows an error notice saying "OUT OF RANGE".
When booting the system up (or restarting) into a VRR-enabled state, this error doesn't seem to occur. I believe it did happen once though, and I've also had the system crash upon restart in this scenario, but that may be unrelated.
This is using a Steam Deck connected to an external monitor using the Steam Deck Docking station and Displayport.
Turning the monitor off and on again when the OUT OF RANGE error is shown will then reconnect/output properly even if VRR remained enabled.
Leaving the monitor off at wakeup and then turning it on at a later point also lets it output properly.
Steps for reproducing this issue:

In game mode, enable VRR in your current session
Put your system to sleep
Wake the system back up

Duplicate issue #1574: Official Docking Station VRR - LG OLED TV Freesync - No output when waking up from sleep mode or shutdown.
Created: 2024-07-16T20:06:53Z
Your system information

Steam client version: 1720650399
SteamOS version: 3.6.8
Dock Firmware Version: 0.13.15.124
Opted into Steam client beta?: Yes
Opted into SteamOS beta?: Yes
Have you checked for updates in Settings > System?: Yes

Please describe your issue in as much detail as possible:
Using an LG C2 television with an HDMI 2.0 cable with Freesync Mode enabled on it, I was able to consistently have my steam deck docking station to produce no image on the television when the VRR mode is on. Afterwards, even if the VRR mode is off on the steam deck, no images would be produced as long as Freesync is enabled on the television.
I have tested this on 1440p120 and 1080p120 resolutions. I had also tested it with the official charger connected directly to the electrical socket.
Steps for reproducing this issue:

Activate Freesync mode with VRR turned on in the quick menu.
Shut down the Steam Deck or put it into sleep mode.
Wake it up.

Alternative approaches to 'avoid' this problem.

Disconnect the USB-C that is connected to the charger.
Disable Freesync mode with VRR turned off.
Disconnect the USB-C connecting to the Steam Deck, and reconnect.

Closing comment (2024-07-16T20:11:04Z): Hello @drnaniwat, there's no value in fragmenting the discussion of this issue across multiple issue reports.
Closing as a duplicate of #1512.
Repository: ValveSoftware/SteamOS

Issue #131: Expert Install locale en_US.UTF-8 missing
Created: 2014-01-24T09:47:09Z
When you install with the new expert mode you can successfully change your locale and keyboard settings. I installed with sv_SE.
However, some Source Engine games try to set locale to en_US and gets an error asking to install the US locale.
This is easy to fix to a linux user, but I recommend you fix it during installation.
Whenever you choose locale in the installer it should install en_US.UTF-8, plus the chosen locale. Then set the chosen locale as default, as usual.

Duplicate issue #127: Half Life 2 locale problem on start + performance problems
Created: 2014-01-22T15:03:22Z
On starting HL2 I get this error:
SetLocale('en_US.UTF-8') failed. Using 'C'.
You may have limited glyph support.
Please install 'en_US.UTF-8' locale.
After this it would go into a weird resolution and text was unreadable.
There was a similar problem for TF2 (and most likely other source games?):
http://steamcommunity.com/app/221410/discussions/1/864958088286447162/
I did the same thing as this post outlined (SSH using the desktop account) and it is now working.
Performance in HL2 is not great (random slowdowns, low FPS). Specs:
Intel Core i7-860
AMD Radeon HD7750
6 GBs PC3-10700
In Windows I can run HL2 with all the settings up to their highest at 1920x1080 with no slowdown. I guess the performance difference is to be expected until driver support gets better!

Closing comment (2015-03-03T18:46:51Z): Duplicate of #131
Repository: ValveSoftware/steamvr_unity_plugin

Issue #422: Teleport overlay not visible with LWRP
Created: 2019-05-07T03:30:12Z
When I use the Lightweight rendering pipeline, I get some weird display artifacts with the Teleport prefab.
Current SteamVR downloaded from the Unity Asset store, and Unity 2019.1.1f1
I've tried every combination of Render Queue, SeeThru, and Darken, but get essentially the same issue. The teleport destination UI and the hoop/arrows don't show up unless they are rendering 'behind' something.
Check out this screenshot for an example of the problem:

You can see the teleport ring and arrow only where they are 'on top' of the 2x4 from the demo assets. Oddly, it doesn't display on the floor or the floor plane in the distance, just where it goes through another polygon. Odd.
    == John ==

Duplicate issue #210: Render Models don’t show up in LWRP
Created: 2018-11-27T06:35:05Z
Unity’s light weight render pipeline does not include the standard shader so render models don’t show up properly. See: https://www.reddit.com/r/SteamVR/comments/a0o5jp/vive_controllers_material_not_showing_in_unity/?st=JOZD7XK2&sh=cf9c5d12

Closing comment (2021-05-01T15:42:09Z): If URP has not fixed this, this issue is still open. It's absurd that it was never closed. LWRP is important for VR, as is Steam VR. This should have been a critically high issue.
Ah, maybe it's a duplicate of #422 but a comment on the closure would have been nice.
Repository: ValveSoftware/steamvr_unity_plugin

Issue #885: SteamVR uses legacy bindings on first startup of game and not the bindings that shipped with the game.
Created: 2020-12-22T14:12:51Z
This only happens when the game is installed trough steam. Running in the editor and from the local build is fine. For most users of our game a simple restart fixes the issue and game recognizes the proper bindings and works. However for some this does not work. What can I do to fix this ?  I'm using the SteamVR Unity Plugin 2.6.1(skd 1.13.10)

Duplicate issue #924: controller binding problem
Created: 2021-03-11T07:16:59Z
I use the newest steam vr plugin and add new controller binding in unity editor. It works but steam vr shows my app with "[testing]". When I export my project, [testing] disappeared and controller binding didn't work. Did I ignore something?

Closing comment (2021-03-11T07:38:13Z): my problem is same as #885
Repository: ValveSoftware/steamvr_unity_plugin

Issue #834: Never seeing VREvent_StandingZeroPoseReset events
Created: 2020-09-17T22:32:25Z
Hi, I'm struggling to find any way of detecting when someone resets their view via the SteamVR overlay menu so that our application can undo it's own transforms that allow users to aligning their virtual and physical environments.
Our app is an exercise app where users can interactively align their virtual mat with a physical mat and we want to undo this interactive configuration if the system reset view feature is used, otherwise the system reset view feature doesn't work as users would expect.
With the Oculus XR plugin we can either hook in to OVRManager.display.RecenteredPose or Unity's XRInputSubsystem with something like:
var inputSubsystem = activeLoader.GetLoadedSubsystem<XRInputSubsystem>();
if (inputSubsystem != null)
{
        inputSubsystem.trackingOriginUpdated += OnXRResetView;
}
but hooking into the XRInputSubsystem::trackingOriginUpdated doesn't currently work with Valve's OpenVR XR plugin.
I then tried doing this on OpenVR:
SteamVR_Events.System(EVREventType.VREvent_StandingZeroPoseReset).Listen(OnOpenVRResetView);
SteamVR_Events.System(EVREventType.VREvent_SeatedZeroPoseReset).Listen(OnOpenVRResetView);
but never see callbacks for these events
I'm testing this currently with an Oculus Rift S
OpenVR XR Plugin 1.0.1
SteamVR unity plugin 2.6.1
Unity 2019.4.10f1
Any help here would be great,
Thanks!

Duplicate issue #829: SteamVR_PlayArea doesn't support Recentering Standing Position
Created: 2020-09-11T00:18:29Z
Hi y'all,
Trying to keep objects tracked with a persistent coordinate system across Unity and Unreal, and at a basic level struggling to adapt to the changes with the new SteamVR 'Recenter Standing Position' functionality.
Repro steps are as follows:

In the Unity Editor, launch a scene with the default [CameraRig] prefab from the SteamVR plugin (which includes a SteamVR_PlayArea component)
Open the SteamVR dashboard in-headset and select Recenter Standing Position
Note that the SteamVR_PlayArea gizmo is now misaligned to the HMD position.

Note that it doesn't appear that a new call to GetPlayAreaRect is the solution, since that actually produces a different rectangle that is also misaligned (probably dependent on headset pose at time of recentering).
Edit: Actually, Play Area coordinates do appear to realign to the HMD poses if you update post-event. Just needs the hook added then I suppose!

Closing comment (2020-09-29T21:42:32Z): Seems also somewhat related to #834, where I'm finding I can't get any notification of a reset view done via SteamVR which makes it awkward to reset and in-game transforms used to align the virtual and physical environment (which is important in the app I'm developing) - would be good to know if you're finding a way to hook in and recognise when a reset is happening.
Repository: ValveSoftware/steamvr_unity_plugin

Issue #123: WEB UI for new action bindings is broken 
Created: 2018-09-22T20:00:45Z
Unity 2018.2.8 + Plugin 2.0
Works fine with default action sets.
Try to add new actions sets. "Open binding UI" -> "Open current bindings" -> Empty page
Web debug tools show:
"controllerbindingui.c74584deb0c5e9f7d59d.js:5 Uncaught (in promise) TypeError: Cannot read property 'find' of undefined
at controllerbindingui.c74584deb0c5e9f7d59d.js:5
at Array.forEach ()
at t. (vrwebui_core.fad85b136c0042a040e9.js:60)
at e.GetActionByName (controllerbindingui.c74584deb0c5e9f7d59d.js:5)
at e.GetActionForInputType (controllerbindingui.c74584deb0c5e9f7d59d.js:5)
at e.GetPullAction (controllerbindingui.c74584deb0c5e9f7d59d.js:5)
at t.render (controllerbindingui.c74584deb0c5e9f7d59d.js:5)
at w (vrwebui_core.fad85b136c0042a040e9.js:46)
at vrwebui_core.fad85b136c0042a040e9.js:18
at st (vrwebui_core.fad85b136c0042a040e9.js:46)"
Is there alternate way to make bindings? Or where is it saved ? Maybe we can edit them manually until fixed ?

Duplicate issue #151: Editing current binding
Created: 2018-10-09T07:57:04Z
When I click "Open binding UI", I can see some menu in chrome.
But, when I click anything in that menu, the page doesn't show anything.
There is no alternative way.. I tried it with chrome, incognito chrome, explorer, firefox.. Nothing works. I guess it is cookie problem..
I don't understand why you make us control these features through web which is unstable and has possibility to make problem like this.

Closing comment (2018-10-09T11:48:02Z): Hello @chc2212, this is most likely a duplicate of #123. Closing in favor of the existing issue report.
Repository: ValveSoftware/steamvr_unity_plugin

Issue #152: Using 2 Controllers + 2 Trackers In Hand and Missing Actions
Created: 2018-10-09T19:15:29Z
I'm working on a training application and we run two controllers and two trackers at the same time. Our setup is unusual but fairly straightforward. We only care about trigger pulls on the controllers and have hardware hooked up to the trackers to do trigger pulls via the pogo pins. Using the new input system I'm only able to get actions on two of the devices, depending on which ones were powered on first. Input for all the devices shows up in the input debugger.
I've tried every configuration I could think of, but nothing works. I'd at least expect adding actions for each controller/tracker and then checking using SteamVR_Input_Sources.Any to work, but unfortunately it does not.
Hopefully this is a bug and not a feature.

Duplicate issue #381: Accessing pogo pin state for a tracker?
Created: 2019-03-31T08:54:48Z
I am finding that using bindings is not working very well for trackers, and I need a way to access each of my tracker's pogo pins.
I see the device "/devices/htc/vive_trackerLHR-1ADEAAA3 -vive_tracker"
How can I access pogo pin values such as: "/input/trigger/click".
Please help, I am desperate to get trackers working properly!!!

Closing comment (2021-06-28T17:02:50Z): Closing as a duplicate of #152
Repository: ValveSoftware/steamvr_unity_plugin

Issue #474: OpenVR.IVRInput_Version -> Init_InterfaceNotFound
Created: 2019-07-05T14:52:10Z
With version 2.3 I'm getting an error (Init_InterfaceNotFound) here: https://github.com/ValveSoftware/steamvr_unity_plugin/blob/master/Assets/SteamVR/Scripts/SteamVR.cs#L175
In the end the Player script switches to the 2d debug fallback.
Everything worked fine with the 2.2 version; but I wanted to update the library.
I'm working on Windows 7 with Unity 2018.4 and SteamVR 1.3.23
Do you know what the problem could be?

Duplicate issue #466: OpenVR Input Interface not found (105). Offline machine, SteamVR without Steam
Created: 2019-06-28T17:52:59Z
My vive controllers aren't showing up in the scene, and I'm getting the following warnings and errors when running the Simple Sample scene in Play Mode:
[Steam VR] Interface Not Found (105)
Valve.VR.SteamVR:ReportError(EVRInitError) (at Assets/SteamVR/Scripts/SteamVR.cs:229)
Valve.VR.SteamVR:CreateInstance() (at Assets/SteamVR/Scripts/SteamVR.cs:178)
Valve.VR.SteamVR:Initialize(Boolean) (at Assets/SteamVR/Scripts/SteamVR.cs:98)
Valve.VR.SteamVR_Behaviour_Pose:OnEnable() (at Assets/SteamVR/Input/SteamVR_Behaviour_Pose.cs:88)

[SteamVR] Could not instantiate OpenVR Input interface.
Valve.VR.SteamVR_Input:IdentifyActionsFile(Boolean) (at Assets/SteamVR/Input/SteamVR_Input.cs:1269)

My environment is unique in that I am on an offline machine, and I have SteamVR installed without Steam (This was done by installing Steam and SteamVR on an online machine, and then moving over just the SteamVR folder from the Steam install to my offline machine). I also had to download the SteamVR plugin on my online machine and copy over the SteamVR plugin .unitypackage file to my offline machine.
My guess is that my problem stems from not having Steam installed. Is there a way around this?
I'm using SteamVR 1.3.23, SteamVR Unity plugin v2.3.2, and Unity 2017.4.10 on a Windows 10 machine.
I have generated an actions.json file using the example files, but that didn't fix it.

Closing comment (2019-07-10T07:21:20Z): It looks like this is related to #474
Repository: ValveSoftware/steamvr_unity_plugin

Issue #130: FallbackHand grabbing doesn't work
Created: 2018-09-27T17:52:27Z
1) There is no SteamVR_Behaviour_Pose component attached to object. That's easy to fix.
2) Mouse click grab doesn't work at all. It seems there's no such call and new input system hasn't been finished to work with fallback hand.
3) Have been trying to find a way to invoke action manually for 2 days already - am I missing something?
It's important for devs like me, who develop remotely and has no hmd with them.

Duplicate issue #133: Hand: NullReference if attachementFlag set to DetachFromOtherHand and second hand is missing
Created: 2018-09-30T11:37:07Z
Error Line: Hand.cs 349
Actual Code:
if (attachedObject.HasAttachFlag(AttachmentFlags.DetachFromOtherHand))
Expected Code:
if (attachedObject.HasAttachFlag(AttachmentFlags.DetachFromOtherHand) && otherHand)

Closing comment (2018-10-25T17:27:53Z): Duplicate of #130
Repository: ValveSoftware/steamvr_unity_plugin

Issue #49: SteamVR_UpdatePoses deprecation removes the controllers
Created: 2017-07-28T00:37:12Z
There is no way to see the controllers with the current version of the SteamVR plugin. Even adding the Update Poses script to the Camera component in the [CameraRig] doesn't do anything because the script is automatically removed now with this message:

SteamVR_UpdatePoses has been deprecated - REMOVING
UnityEngine.Debug:Log(Object)
SteamVR_UpdatePoses:Awake() (at Assets/SteamVR/Scripts/SteamVR_UpdatePoses.cs:14)
UnityEditor.HostView:OnGUI()

Duplicate issue #46: No controllers using the latest SteamVR with 2017.1 
Created: 2017-07-06T19:03:55Z
I did the following:

Installed the latest Unity 2017.1 release candidate.
Imported the latest version of SteamVR (v1.2.2) via the asset store.
Per the SteamVR Quickstart PDF, I clicked on MainCamera, added a "Steam VR_Camera" script, and then clicked Expand.
This didn't work at all (moving the headset did nothing), so I went to Player Settings > Other Settings, checked "Virtual Reality Supported" and added the OpenVR SDK.

That got the headset working, but now the controllers don't show up.

Closing comment (2017-10-15T00:22:17Z): Related to #49; solution is to remove MainCamera from the scene, and instead drag the Assets>SteamVR>Prefabs>[Camera Rig] object into the scene.
This should fix the issue.
Repository: ValveSoftware/steamvr_unity_plugin

Issue #135: SreamVR2.0.1 Too Many Errors!!
Created: 2018-10-01T12:12:52Z
What's going on with your latest release on the Asset store, nothing works!! it's poorly documented. I don't even know where to begin, I've encountered so many issues, eg. controllers don't show up, if they do, they don't work in run-time.  Aren't you guys testing your stuff?? and be clear in your explanation of the step we need to take.

Duplicate issue #140: CRASH CRASH LATEST RELEASE  2.01 WHAT'S GOING ON VALVE?
Created: 2018-10-02T14:16:26Z
Valve what the heck is going on?? Soooo many Errors... At least respond to the community!

Closing comment (2018-10-02T14:19:47Z): Duplicate of #135.
Repository: ValveSoftware/steamvr_unity_plugin

Issue #427: BlendToPoser leftHand
Created: 2019-05-13T10:37:14Z
Hi,
I'm working with Unity 5.4.2f, have the latest SteamVR plugin and I'm using knuckles controllers.
I have a problem with left hand pose animation.
To begin with, I'm using Steam VR_Behaviour_Skeleton and Steam VR_Skeleton_Poser.
I'm not using Interactable script or any other utility provided by SteamVR plugin.
Here is simple code which i'm trying to use:
    [SerializeField]
    private SteamVR_Behaviour_Skeleton skeleton;
    [SerializeField]
    private SteamVR_Skeleton_Poser poser;

    private void OnEnable()
    {
        skeleton.BlendToPoser(poser, 0);
    }

The problem is that right hand works just fine, but left hand is totally broken.
When I'm holding the controller with 100% poser blend animation it works fine, but when I release it (fingers returns to base skeletal animation I guess), then fingers break. Here are some sample screens:





For me it looks like the fingers which are not touching the controller are trying to set their position and rotation from the right hand which breaks everything.
Without skeleton_poser script left hand animations works fine.
Do you have any idea why it's happening and how to avoid it?

Duplicate issue #459: SteamVR Poser reacting with strange behavior; even with 2.3.2 update.
Created: 2019-06-19T14:50:19Z
Hello,
So, i have seen prevoius problems like this here:
#427
#319
But for me this problem still occures with two hand interaction. I have visualised what happening here:
https://streamable.com/jyyaw
Basicly what is happening is that when i hold object with one hand, and then adding second one this poses getting those strange shapes (exact same issues as those linked above). This behavior happens only if i catch object with right hand first:
https://streamable.com/25y53
Is there something that i doing wrong with my poses or that means that is SteamVR needs another fix?
Thanks for answer in advance.

Closing comment (2021-06-28T17:07:40Z): Closing as duplicate of #427
Repository: Varying-Vagrant-Vagrants/VVV

Issue #375: SSH Timeout - Cant connect via ssh no matter what
Created: 2014-06-02T22:12:35Z
Dear developers,
Thank you so much for this awesome project that you have created so far. From what Ive read it looks sooo awesome. Thats why I am trying really hard to get it working on my machine, but i simply cannot. I have painstakingly followed your tuturial over and over again step by step for days and tried like a million solutions on google but cannot find out why I experience a certain issue. Please could I ask for someone to give me some more wisdom:
I setup vagrant and VB just as specified. I am able to progress fine in setting up the VM specified in the vvv vagrant file through Git Bash. However, no matter what I try i am not able to ssh into the server. After the terminal comes to 'SSH auth method: private key' it just continues to give me a 'warning: connection timed out. Retrying...' (Please see image below)
I am running windows 8 64bit. I have Git with openssh and keys generated to default .ssh directory. I have tried different terminals and consoles but still not working. My ssh is working though when I connect to other servers. I restarted, deleted, everything the VM and still the same problem. I checked the ports from within the VB GUI settings and even tested with changes port settings but still nothing. Command netstat -a reveals that the vm is open on the corrent ssh ports and listening. Vagrant up command works, but no other command like halt or suspend etc. Reload and status works. Putty with generated vagrant keys according to your wiki article also times out in connection. I have just about read through and tried everything listed in google but cannot get it to work.
Please please help! I really want to use your setup file!

Duplicate issue #745: Warning: Connection timeout. Retrying...
Created: 2015-09-16T15:06:21Z
This happens to me all the time and i've tried everything, is there simple solution to fix this? I even reinstalled the whole OS!

Closing comment (2015-10-06T03:07:43Z): Hey everyone, I'm going to close this as a duplicate of #375. There is quite a bit on that ticket to troubleshoot with. Please feel free to add more there. I think this is more of a Vagrant specific issue, though it's helpful to have conversations like this here as well.
Repository: Varying-Vagrant-Vagrants/VVV

Issue #2417: Increase Apt source priority of Ondrej PPA
Created: 2021-03-26T12:07:40Z
Right now it has the same weighting as the main ubuntu sources and the VVV ppa, we should do what we did with nodesource and increase it from 500 to 1000 for PHP packages

Duplicate issue #2351: Pin Nodesource apt repository 
Created: 2021-02-04T12:59:22Z
In order to increease reeliability we should pin the nodesource origin for packages.
This in /etc/apt/preferences.d/nodesource should do the job:
Package: *
Pin: origin deb.nodesource.com
Pin-Priority: 1001

Once the file is in place, it can be confirmed via:
vagrant@vvv:~$ apt-cache policy nodejs
nodejs:
  Installed: 10.23.2-1nodesource1
  Candidate: 10.23.2-1nodesource1
  Version table:
 *** 10.23.2-1nodesource1 1001
       1001 https://deb.nodesource.com/node_10.x bionic/main amd64 Packages
        100 /var/lib/dpkg/status
     8.10.0~dfsg-2ubuntu0.4 500
        500 http://archive.ubuntu.com/ubuntu bionic-updates/universe amd64 Packages
     8.10.0~dfsg-2ubuntu0.2 500
        500 http://security.ubuntu.com/ubuntu bionic-security/universe amd64 Packages
     8.10.0~dfsg-2 500
        500 http://archive.ubuntu.com/ubuntu bionic/universe amd64 Packages

Closing comment (2021-03-26T12:11:26Z): Related to #2417
Repository: Varying-Vagrant-Vagrants/VVV

Issue #1769: Ubuntu 14.04 LTS (Trusty) just reached EOL
Created: 2019-05-01T13:16:00Z
No more security, package, or maintenance updates.
https://lists.ubuntu.com/archives/ubuntu-announce/2019-March/000241.html
I know it isn't a cut and dry upgrade path #1710
Just sayin.

Duplicate issue #1577: no id: no user found (vvv-base/ubuntu1404)
Created: 2018-07-03T15:15:27Z
Today, I have more time to play around with the latest VVV with the new box for vvv-base/ubuntu1404. So I decided to delete my VVV files and clone the latest one and for some reason I get this
Bringing machine 'default' up with 'virtualbox' provider...
==> default: Importing base box 'vvv-base/ubuntu1404'...
==> default: Matching MAC address for NAT networking...
==> default: Checking if box 'vvv-base/ubuntu1404' is up to date...
==> default: Setting the name of the VM: WordPress_c0f4a2ef756
==> default: Clearing any previously set network interfaces...
==> default: Preparing network interfaces based on configuration...
    default: Adapter 1: nat
    default: Adapter 2: hostonly
==> default: Forwarding ports...
    default: 22 (guest) => 2222 (host) (adapter 1)
==> default: Running 'pre-boot' VM customizations...
==> default: Booting VM...
==> default: Waiting for machine to boot. This may take a few minutes...
    default: SSH address: 127.0.0.1:2222
    default: SSH username: vagrant
    default: SSH auth method: private key
==> default: Machine booted and ready!
==> default: Checking for guest additions in VM...
==> default: [vagrant-hostsupdater] Checking for host entries
==> default: [vagrant-hostsupdater]   found entry for: 192.168.50.4 vvv
==> default: [vagrant-hostsupdater]   found entry for: 192.168.50.4 vvv.dev
==> default: [vagrant-hostsupdater]   found entry for: 192.168.50.4 vvv.test
==> default: [vagrant-hostsupdater]   found entry for: 192.168.50.4 vvv.local
==> default: [vagrant-hostsupdater]   found entry for: 192.168.50.4 vvv.localhost
==> default: [vagrant-hostsupdater]   found entry for: 192.168.50.4 sandbox.test
==> default: Setting hostname...
==> default: Configuring and enabling network interfaces...
==> default: Mounting shared folders...
    default: /srv/www => C:/WordPress/www
    default: /var/log => C:/WordPress/log
Vagrant was unable to mount VirtualBox shared folders. This is usually
because the filesystem "vboxsf" is not available. This filesystem is
made available via the VirtualBox Guest Additions and kernel module.
Please verify that these guest additions are properly installed in the
guest. This is not a bug in Vagrant and is usually caused by a faulty
Vagrant box. For context, the command attempted was:

id -u ubuntu

The error output from the command was:

id: ubuntu: no such user

Closing comment (2019-05-03T19:05:12Z): @manicmarvin this isn't the same issue, it's related to #1769 and is fixed in develop
Repository: Varying-Vagrant-Vagrants/VVV

Issue #2398: Parallels: PHP can't write to webroot
Created: 2021-03-16T23:36:12Z
Unfortunately, this could be caused by a number of different things, so this issue is going to be a long, winding journey instead of a quick sprint.
The underlying issue is that on my current setup, I can deploy a WordPress site, but any operation inside WordPress that involves direct filesystem manipulation fails. This includes installation of plugins, themes, uploading media, etc. However... the issue only exists in the web interface. Everything has the correct permissions (vagrant:www-data and 755), the directories can be written to by the vagrant user through ssh and through the shared directory on the host. Running a plugin install through wp succeeds. Possible underlying causes:

I am running on a MacBook Pro with an M1 chip and therefore using the Apple hypervisor
As a result, I am unable to use VirtualBox and am working on a WIP Parallels build (#2385)
There is no M1-compatible build of Ubuntu 18.04, so I'm also using the WIP 20.04 branch (#2386)

EDIT: Since this only seems to happen on M1, I think we can rule out 20.04 itself. However, there could be an issue with the specific M1 image we're using.
To clarify, this means the following need to be tested:

 Does the problem exist on a Parallels build running under 20.04 Intel

If not, the problem lies in the Parallels Tech Preview for M1


 Does the problem exist on a VirtualBox build running under 20.04 Intel

If not, the problem lies in the Parallels 20.04 build
If so, the problem lies in 20.04 itself

Duplicate issue #2440: Parallels - WordPress Permission Denied
Created: 2021-04-19T23:11:06Z
Expected Behavior


When working with WordPress, we should be able to delete and add plugins and themes using the dashboard.
Current Behavior


At this moment, parallels mount_options are set to mount_options: [], i have verified this is the case below.

Possible Solution


we need to change it to  mount_options: [ 'share' ]
we need to change from
override.vm.synced_folder 'www/', '/srv/www', owner: 'vagrant', group: 'www-data', mount_options: []

to
override.vm.synced_folder 'www/', '/srv/www', owner: 'vagrant', group: 'www-data', mount_options: [ 'share' ]

Closing comment (2021-04-19T23:18:30Z): Duplicate of #2398
Repository: Varying-Vagrant-Vagrants/VVV

Issue #583: Change TLD for test sites
Created: 2015-03-01T00:04:56Z
As Google has applied for control of the .dev TLD, there's the potential for all sorts of weirdness to occur if their application is accepted.
Per RFC 2608, Section 2, .test, .example, .invalid and .localhost are the only TLDs guaranteed to never be allocated.

Duplicate issue #1283: .dev domains to be forced on HTTPS in Chrome
Created: 2017-09-20T07:38:13Z
A news came out that Chrome will, in their next release, force .dev domains to HTTPS using HSTS (HTTP Strict Transport Security) header.
https://ma.ttias.be/chrome-force-dev-domains-https-via-preloaded-hsts/
Since all the bundled environments on VVV are on .dev domains this could impact the users of VVV.
How can/will this be solved?

Closing comment (2017-09-21T14:57:35Z): Closing as a duplicate of #583
Repository: Varying-Vagrant-Vagrants/VVV

Issue #2156: Compress database backups
Created: 2020-05-18T13:38:19Z
One of my colleagues had a good suggestion that I'm now echoing here: Would it be possible to compress database backups?
I currently have 3.1Gb worth of database backups attached to my VVV instance. I did a quick test by compressing each sql file individually in the backup folder and ended up reducing that footprint to 615Mb.

Duplicate issue #2342: GZip backups
Created: 2021-01-26T15:30:26Z
The ability to use compressed .sql.gz backups instead, e.g.
general:
  db_backup:
    # Compress using gzip, db.sql becomes db.sql.gz when true
    gzip: true
db_backup and the  restore  script will need adjusting
Related to #2225

Closing comment (2021-01-27T14:12:07Z): It isn't a duplicate of #2156?
Or the other one can be closed for this?
Repository: Varying-Vagrant-Vagrants/VVV

Issue #893: Class 'DOMDocument' not found
Created: 2016-05-04T14:39:11Z
Trying to run phpunit and getting this error. Doing some research pointed towards some sort of DOM module not being loaded? I don't know much about it though.

Duplicate issue #935: SimpleXML not loaded
Created: 2016-07-12T11:19:35Z
On branch develop ( assuming that's the correct stable branch as per readme?), I was experiencing this error: PHP Fatal error:  Uncaught Error: Class 'SimpleXMLElement' not found in /srv/www/site/htdocs/content/plugins/plugin/vendor/guzzlehttp/guzzle/src/Message/Response.php:162
I found this stackoverflow answer that solved the issue, but required me to install the packages manually inside the vagrant box.
sudo add-apt-repository -y ppa:ondrej/php && sudo apt update && sudo apt install -y php7.0-mbstring php7.0-zip php7.0-xml

Closing comment (2016-08-16T05:54:24Z): Looks like this is a duplicate of #893. We'll get this in 1.4.0. Thanks @pdewouters!
Repository: Varying-Vagrant-Vagrants/VVV

Issue #353: file permission issue with /var/run/php5-fpm.sock with VVV-1.1
Created: 2014-05-08T20:15:09Z
I have installed VVV-1.1, whenever I start the machine with vagrant up I get bad gateway errors when I try to connect to nginx.  Apparently the problem is one of file permissions.  The following command within the box fixes it:  sudo chmod a+rw /var/run/php5-fpm.sock  I tried to automate the fix by creating a file named "provision-post.sh" with the following:
touch /var/run/php5-fpm.sock
chmod a+rw /var/run/php5-fpm.sock

This prevents the web server from starting at all.  I would greatly appreciate any suggestions

Duplicate issue #306: vagrant share with auto site setup
Created: 2014-03-20T13:55:28Z
Hi!
Been trying to figure out how to use the auto site setup with vagrant share..
or vagrant share at all for that matter..
Trying to run vagrant share on the VVV vagranfile results in a 502 bad gateway ngix page. I'm honestly not that good at servers, protocols etc. so I can't figure out what needs to be done to it!
Possibly a feature to add to VVV?

Closing comment (2014-05-22T03:55:16Z): This 502 may be related to #353 and #363 as well. Those should disappear after #364 is merged in, which may help this in some way.
Repository: Varying-Vagrant-Vagrants/VVV

Issue #290: fatal error: unable to find local grunt
Created: 2014-03-02T09:49:06Z
Here's the entire message on vagrant up:
At revision 27348.
Initializing grunt in WordPress develop... This may take a few moments.
grunt-cli: The grunt command line interface. (v0.1.13)
Fatal error: Unable to find local grunt.
If you're seeing this message, either a Gruntfile wasn't found or grunt
hasn't been installed locally to your project. For more information about
installing and configuring grunt, please see the Getting Started guide:
So I'm headed for the Getting Started Guide. If anyone knows why grunt failed to load or install, please let me know...
Thanks

Duplicate issue #314: 404 for build.wordpress-develop.dev
Created: 2014-03-31T16:28:50Z
I do not know if this issue is related to #290 or not but nginx gives me a 404 when trying to go to this url:  build.wordpress-develop.dev
All the others seem to work just fine and this is in my hosts file which seems to make sense that it is otherwise I would not get an error from nginx at all, correct?

Closing comment (2014-04-04T03:12:22Z): This definitely seems related to #290, and grunt not firing properly during the provisioning of the wordpress-develop directory. The local error is a bit misleading, as the intent is to use the VM's installation of grunt on the Gruntfile.js checked out in wordpress-develop.
I'm going to close this issue out in the hopes we can narrow down what's going on in #290.
Repository: Varying-Vagrant-Vagrants/VVV

Issue #583: Change TLD for test sites
Created: 2015-03-01T00:04:56Z
As Google has applied for control of the .dev TLD, there's the potential for all sorts of weirdness to occur if their application is accepted.
Per RFC 2608, Section 2, .test, .example, .invalid and .localhost are the only TLDs guaranteed to never be allocated.

Duplicate issue #1288: `.dev` domain will be redirect to HTTPs on next version of Chrome
Created: 2017-09-22T12:32:38Z
Chrome is going to force all domains ending on .dev (and .foo) to be redirected to HTTPs via a preloaded HTTP Strict Transport Security (HSTS) header.
https://ma.ttias.be/chrome-force-dev-domains-https-via-preloaded-hsts/
Should we change the default domain?
I have no idea which domain is better for us for now.
Actually, I am developing an another Vagrant based environment.
I want to follow the domain which is decided by this project. :)

Closing comment (2017-09-22T15:42:40Z): Closing as duplicate of #583
Repository: VsVim/VsVim

Issue #332: Tab completion for :e
Created: 2010-11-03T04:21:08Z
It's great you can load files using :e but I would love it if you tab-completion worked for file names.

Duplicate issue #353: Open files using wildcards
Created: 2010-12-02T12:52:11Z
Like :e Config* in vim opens a file whose name matches the mask
I have a strong feeling that I'm posting too many issues. Is that ok? :)

Closing comment (2017-12-23T16:44:44Z): Looks like a dupe of #332. Going to let that one track the issue.
Repository: VsVim/VsVim

Issue #1338: Select text by mouse goes to INSERT mode directly under v1.6.0.2
Created: 2014-03-26T07:26:16Z
Previously if we use the mouse to select some text, we're could press key like "x" to delete the selected text, but now when I press "x" or any other keys, the selected text is directly replaced by the pressing keys, which is quite annoying.

Duplicate issue #1337: Block selection failed under v1.6.0.2
Created: 2014-03-26T07:23:33Z
I normally hold ALT then use mouse to select a block of code, but it fails under the latest version (v1.6.0.2).

Closing comment (2014-04-09T10:14:04Z): @jaredpar @ricksladkey Here's some feedback. This issue is fixed by adding vimrc file with only set backspace=indent,eol,start (basically the same as #1338). Hope it helps.
Repository: VsVim/VsVim

Issue #1255: matchpairs appears to not be implemented
Created: 2014-01-20T15:52:17Z
In gvim, I can set matchpairs like this:
set matchpairs=(:),{:},[:],<:>
and the % key will match the appropriate item.  Right now, % will match on (:) or {:} or [:] but it doesn't match <:>.  This is a nice feature when editing xaml code.  I only add <:> to matchpairs but gvim lets you add any pair you want.
Thanks,
Jerry.

Duplicate issue #1556: Use % to move between matchpairs of <> (ala HTML, XML)
Created: 2015-02-05T20:49:50Z
I was using vim 7.4 and I noticed they supported using % to move between matchpairs of < and > in HTML files.
Is there a way to add this feature to VsVim?  It would be helpful when working with HTML and XML.

Closing comment (2015-02-06T19:47:59Z): Thanks for taking the time to report this issue.
As @jnothstine reported though this is a duplicate of #1255, going to let that be the primary tracker.