The tube is pumped to the correct pressure using the hand pump provided, making it firm and rigid and ready to perform its role in supporting the fabric of the tent or awning. The inner tube (inflatable tube) is made of heavy-duty clear plastic and of course this is the chamber that the air is pumped into. The sleeves' main function is to protect the inner tube which is does superbly, but it also plays a part in adding strength and substance to the air beam. Ripstop nylon is a woven fabric that uses a special reinforcing technique making it resistant to tearing and ripping. The outer sleeve is made from a very tough and robust ripstop nylon material. Essentially it has three parts the outer sleeve, the inner tube or inflatable tube and a one-way or non-return valve. When the car engine was started up it would pump up the tent! We don't think Vango will be developing a similar method for their air beams! So What Is An AirBeam?Īn air beam is surprising simple and uncomplicated. We understand that one way of pumping them up was to remove a spark plug from your car's engine and connect the tent's air beams to the engine with a long tube. In fact, people are still selling and buying them. Some people are still using them to this day and there are many nostalgic anecdotes to be found on the internet regarding them. The Pneumatic Tent Company produced an inflatable tent back in the 1960's, called the Igloo. You may not be aware, but air beam tents are not new. This article seeks to answer those questions Are AirBeam Tents New? They are a major departure from the traditional methods of providing a tent or awning with its skeleton - the underlying structure on which to hang the clothes or flysheet (whichever you prefer). Air beam poles probably represent the biggest change in tent and awning development within the last decade or more. Was there an alternative? The answer of course brings us to the present day - air beam poles. Poles that had to be stored, looked after and transported to and from site. Yet, despite all these technological advances, one thing remained constant tents had poles. Dome tents, tunnel tents, semi-geodesic and full geodesic tents appeared on the market and the departure from the traditional tent shape had arrived. Combining these tent poles with new fabric materials that replaced the weighty traditional canvas, enabled tent designers to flex their creative minds and realise the potential new tent shapes were born. Over the years, as new materials have been developed, tent poles have taken on new characteristics rigidity has given way to flexibility and poles have become lighter whilst retaining strength. Many of us will be familiar with the traditional shape of the ridge or frame tent. The stubborn rigidity of these poles and the weight of canvas they had to support, tended to determine the shape and design of the tents. Traditionally, tents and awnings have used rigid tent poles made of wood or metal to form their shape and structure.
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Then open the CMakeLists.txt file with the editor of your choice and start editing it. Let's start off by creating the CMakeLists.txt file in the project directory, outside the src/ directory. In CMake you define targets and then add the necessary properties to them. Targets have properties: for example the source files required to compile the executable, the compiler options, the dependencies and so on. In our example, we want to build the source code into a binary executable: that's a target. A target is a job of the building process or, in other words, a desired outcome. Understanding the CMakeLists.txt fileĪ modern CMake's CMakeLists.txt is a collection of targets and properties. But first let's add a CMakeLists.txt file and write something meaningful in it. To make things more interesting, later on I will spice up the project with an external dependency and some parameters to pass at build stage to perform conditional compilation. A toy project to work withįor this introduction I will be using a dummy C++ project made up of few source files: myApp/ This prevents cluttering up the source directory and makes it easy to start over again: just remove the build directory and you are done. Any file required for the final build, executables included, will be stored in a separated build directory (usually called build/). This is done by the so-called generators, CMake components responsible for creating the build system files.Īnother nice CMake feature is the so-called out-of-source build. CMake will read the instructions in it and will produce the desired output. This special text file describes how the project is structured, the list of source files to compile, what CMake should generate out of it and so on. That's what the word meta stands for: CMake builds build systems.Ī project based on CMake always contains the CMakeLists.txt file. For example, CMake on Windows will produce a solution for Visual Studio CMake on Linux will produce a Makefile CMake on macOS will produce a project for XCode and so on. It doesn't actually build your source code: instead, it generates native project files for the target platform. What is CMake exactlyĬMake is known as a meta build system. Rather, just a practical, ongoing introduction to the tool for humble enthusiasts like me. Mind you, this won't be the definitive CMake bible. In the following paragraphs we will understand what CMake is exactly, its underlying philosophy and how to use it to build a demo application from scratch. In recent years it has become a de-facto standard for C and C++ applications, so the time has come for a lightweight introductory article on the subject. I'm not sure if this is exactly your issue, but there it is.CMake is a collection of open-source and cross-platform tools used to build and distribute software. Obviously change the filepath to the place you unpacked the SDL2 source code Include_directories(SDL2Test $" PATH)Īnd add this one: set(_IMPORT_PREFIX "C:/SDL2-2.0.12") version 3.7) and using SDL2 works out of the box. On Linux you can use a recent CMake (e.g. This blog post shows how you can do it: Using SDL2 with CMake However, other than that, PC and PS4 players will still see all of these minor but important improvements in their Mass Effect, Mass Effect 2, and Mass Effect 3 experience. Obviously, the Xbox Series X-related issues will only apply to that platform. It’s rolling out across PC, PS4, and Xbox One. What platforms is Mass Effect: Legendary Edition Patch 1.02 for? Resolved minor text issues with achievements.Minor visual, rendering, and VFX improvements on some levels.Improved lighting and shadows in some cinematics.Improvements to pre-rendered cutscenes to reduce occasional artifacts.Resolved an issue where the character code would sometimes not display in the squad menu.Fixed an issue where kills for achievements/trophies weren’t tracking correctly.Minor calibrations, fixes, and stability improvements.Improved iris shaders for better interaction with light and ambient occlusion.Known issue: This can still happen if you enable/disable a headset in the launcher.Fixed the main issue where the launcher would crash or become unresponsive on Xbox Series X when using a wireless headset.You can check out the full list of patch notes below: General It will now no longer crash when a wireless headset is being used, though BioWare notes that it might still happen if you enable or disable the headset in the launcher. This has plagued players since the game’s May 14 release and was apparently triggered by the use of a wireless headset with the game. Most notably, the Xbox Series X version of the game will no longer crash and become unplayable when the game’s launcher is accessed. These visual improvements just got a little bit better. Many of these are just bug fixes or texture improvements to make those three classic games look even better. Posted to the game’s official website, these patch notes will fix various small issues across Mass Effect, Mass Effect 2, Mass Effect 3, and the Legendary Edition launcher itself. The patch notes for Update 1.02 are fairly short but sweet. What are the Mass Effect Legendary Edition Update 1.02 patch notes? Here is everything you need to know about the new Mass Effect Legendary Edition patch, which is available now. If you weren’t able to play Mass Effect Legendary Edition, this update improves the game and makes it a more worthwhile experience across all platforms. While this patch doesn’t contain anything huge like the addition of multiplayer, Xbox Series X players will be happy to know that an issue that made the game unplayable on the next-gen system is fixed. Update 1.02 arrives just three days after the remastered trilogy’s launch and fixes a plethora of issues across the three included Mass Effect games and the launcher used to access them. Maybe developers will announce additional content after the release of Hogwarts Legacy on all platforms.Mass Effect Legendary Editionhas received a major post-launch update. Hogwarts era launches on the PlayStation 4 and Xbox One on May 5th. The game will only arrive on PlayStation 4 and Xbox One around three months after it launched on PC and the latest console generation. The release on old consoles was then moved back to polish the game. Initially, Hogwarts Legacy was planned to be released on the PlayStation 4 and Xbox One at the same time as the first ever game. The update can make the connection to Warner Bros.-based servers sound, improves the speed of the game and allows the project to run smoothly. The developers didn’t detail the changes made during the first day patch. The game has received the update 1.02 and will now be included in the version that will be pre-lowered by customers preload itself isn’t yet open. Avalanche Software has made a Day 1 patch for Hogwarts Legacy on PlayStation 4. The Editor never waits, and updates as fast as possible. If a frame takes 5 ms or more, the Editor doesn’t idle at all, and the next frame starts automatically.Įach time a frame finishes, the next frame begins immediately. The editor updates as fast as possible unless you enable the VSync option in the Game view, or set Application.targetFrameRate to a value other than –1. Note: In Play mode, Unity ignores any throttling that you apply using this preference. In throttled modes, the Editor stops idling if you interact with it (for example, by panning in the Scene view). If you want to conserve power (for example, to prolong battery life on a laptop computer), set this property to one of the throttled modes. This allows you to throttle Editor performance, and reduce consumption of CPU resources and power.įor example, if you want to test the Editor’s performance, set this property to No Throttling. After one frame finishes, the Editor waits up to the specified amount of time before the next frame begins. Specifies how long the Editor can idle before it updates. The default font is Inter.Įnable this setting to display a button in the top-right corner of the Hierarchy window, which toggles between Transform sort (the default) and Alphanumeric sort. Select which font to display in the Unity Editor. Use the dark grey background with white text. Use the light grey background with black text. For more information, see Code Optimization Mode.Ĭhoose which skin to use in the Unity Editor. Release mode gives faster C# performance when you run your Project in Play mode in the Editor, but you can’t attach any external debuggers. Debug mode allows you to attach external debugger software, but gives slower C# performance when you run your Project in Play mode in the Editor. Immediately stop your Scene for recompilation, allowing you to quickly restart testing.Ĭhoose whether to set code optimization mode to Debug or Release when the Unity Editor starts. This is the default behavior, but you might want to change it if your scripts rely on any non-serializable data.ĭefer recompilation until you manually stop your Scene, avoiding any interruption. Recompile your scripts and keep running the Scene. More info See in Glossary change while your game is running in the Editor. More info See in Glossary search hitsĮnable this setting to display the number of free/paid Assets from the Asset Store in the Project Browser.Ĭhoose Unity’s behavior when scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. Show Asset Store A growing library of free and commercial assets created by Unity and members of the community. General scope on the Preferences window PropertyĮnable this setting to always load the previous Project at startup.Įnable this setting to stop the Editor automatically sending information back to Unity. General preferences let you customize the overall behavior for working in Unity. Use the search box to filter the list of settings categories, and highlight keywords in the details pane on the right. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object.
You are going to click on the direct links to download Mac OS High Sierra DMG or ISO. Download Mac OS High Sierra offline installer. How to install macOS High Sierra on MacBook?.How to download macOS High Sierra with Terminal?.General information on macOS High Sierra 10.13.6.On backing up and restoring data related to Docker. Back up and restore data provides instructions.
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