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Willicious

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Everything posted by Willicious

  1. Steps to replicate: 1) Open a project in RAD Studio and open any unit that has enough lines to require vertical scrolling 2) Highlight a line of text by clicking LMB and dragging the mouse along that line 3) Use the scroll wheel to scroll vertically downwards Expectation: the view will scroll down and subsequent lines will be highlighted. Actual behaviour: the view remains static. When releasing the LMB, the scroll wheel behaves as normal (i.e. the view is scrolled vertically). Again, I might be imagining that RAD Studio has ever done this, but I've gone to do it a few times recently and it's surprised me that it hasn't worked. It may be because I've been working in Eclipse IDE which allows the expected behaviour. If RAD is indeed supposed to do this, is there a setting I may have accidentally changed?
  2. Did you follow the steps exactly? It does require some movement from the mouse in order for the selection to update to the current cursor location. Otherwise, not sure why it isn't working for you. It could possibly be a mouse-specific thing, but mine is a £15 generic gaming mouse so I can't see it being much more advanced than anyone else's.
  3. It does work, but you have to move the mouse after scrolling. Try this: 1) Open a file in either Notepad or Notepad++ which has a lot of text 2) Highlight some line near the top by clicking and dragging with LMB 3) Scroll downwards using the wheel 4) Move the mouse a few millimetres, keeping LMB pressed It should highlight everything from the original selection up to the current cursor location. It's a simple, basic editing capability that should be available in every text editor and IDE that's existed since the scroll wheel was invented 🤷‍♂️
  4. Examples of programs that have the desired behaviour: Eclipse IDE Notepad++ MS Visual Studio 2022 MS Word MS Notepad MS Command Prompt (not a text editor, sure, but a program that you might want to copy-paste large amounts of text to/from) Google Chrome (and, by extension, any web-based text editor) Mozilla Firefox (ditto) And some examples of programs that don't support it: RAD Studio 12 Adobe Acrobat PDF Reader (see MS Command Prompt comment) The other two text editors that you referred to Is the Quality Portal the best place to post feature requests for RAD, or can it be done somewhere on these Forums? Happy for admin to repurpose this thread as a feature request, by all means.
  5. Precision, I suppose. It's easier to select a single word with the mouse, Ctrl+Click jumps to method/declaration, double-click selects a full word, etc. Why would you not use the mouse for these sorts of things? Also, how would you go about selecting exactly 24.5 lines using the keyboard (for example)?
  6. How do you select code? If there's a better way, I'm always up for learning. I'll go ahead and report it as suggested.
  7. I'm attempting to create a pull request on BitBucket. I've taken the following steps, in this order: 1. Made changes to the repo 2. Created NewBranch in SourceTree 3. Checked out NewBranch in SourceTree 4. Committed changes to NewBranch 5. Commited a test change to the master branch just to make doubly sure that NewBranch is in fact separate from the master - it is 6. Pushed everything to origin 7. Opened BitBucket in a web browser 8. Clicked Create > Pull request 9. Chosen NewBranch as the source branch From here, I get different results depending on what I do next. 10. Chosen the destination repo, and chosen (a new branch with the same name i.e. NewBranch) as the destination branch If I do this, the most recent 8* commits are added to the PR, from both the source branch (i.e. NewBranch) and the master branch. 10. Chosen the destination repo's master branch as the destination branch If I do this, the most recent 8 commits are added to the PR, but I get little yellow warning symbols and an error saying "something went wrong". Clearly, I'm not used to working with branches. Based on the above, can anyone see what I might be doing wrong? *NOTE: NewBranch consists of a single commit, the other 7 are from master
  8. Yeah, that's because I'm in the process of migrating over to GitHub (as you've suggested), because BitBucket sucks 😉 I'm getting some help with the BitBucket PR at the moment, once that's done I'll probably switch completely to GitHub for all projects.
  9. Still haven't managed to figure this one out, hopefully getting some help with it tomorrow (Monday 25th). I'll post back here if a solution is found.
  10. The arrows on this treeview are way too small: I added another treeview as a test, and the arrows are the correct size: So, Delphi's treeviews are clearly capable of decent sized arrows. The problem is that the first treeview has all of the relevant code linked to it, the second is there purely for testing/demonstration purposes. I'm not sure exactly whats been done to reduce the size of the arrows in the first example. Removing the custom images (i.e. the little blue dot) doesn't help, instead there is just blank space where the images were. The joys of working on existing code that you had nothing to do with! 🙂
  11. Willicious

    TTreeView arrows appearing too small

    OK, managed to fix this! The images needed to be slightly larger (24 x 24 instead of 16 x 16), and the indent needed to be made slightly smaller (16 rather than 19). Those values result in larger arrows and smaller "....":
  12. Willicious

    TTreeView arrows appearing too small

    Found out it's definitely to do with the "Images" properties, but no amount of tweaking will yield good results. The "...." part of the node is too big, and the clickable area is actually just to the right of the actual arrow.
  13. My Delphi program has a somewhat complex level selection menu which loads various items including graphics, level information and a treeview for selecting packs and levels. Up until recently, the menu has started to hang and occasionally become unresponsive, occasionally requiring closing the program altogether using Task Manager. My question is, how would I go about locating the source of the problem? Something as generic as a program hang which only happens occasionally doesn’t really point towards anything specific, but the chances are that it is something specific which is causing the issue. I’m happy to share the entire .pas file for the level select menu (about 1700 lines of code) if anyone thinks it necessary, but I wondered if there might be a specific way to find out where loading bottlenecks might be happening, or how to isolate whatever is causing the program to hang. I use RAD Studio 10.4 (the program doesn’t compile at all on 11 or higher). Suggestions welcome, thank you.
  14. Willicious

    How to debug a Not Responding program element

    Well, this is very strange. I went to try madExcept again today, and now the Level Select can't even be accessed: With madExcept disabled, the program runs fine and the memory leak is gone. Not sure what's happening here...
  15. Willicious

    How to debug a Not Responding program element

    OK, so Anders' solution gets rid of the built-in resource leak dialog👍, but madExcept still gives us this:
  16. Willicious

    How to debug a Not Responding program element

    Ah yes, I get it now. "Clear;" is called from Clone (as JonRobertson has also pointed out). But, it isn't in the call stack (not directly, anyway). So, (and this is possibly one of those noobish questions), without prior knowledge of where "Clear" is being called, how can the call stack be used to trace this by itself? If the answer is that it can't, that's of course fine - at least we know what we're looking for, so we can search for it initially and obtain the prior knowledge needed to interpret the call stack usefully. Got it. Thanks to you both for all the explanations of what's going on, it's made everything much clearer. I'll go ahead and implement Anders' suggested change and report back what happens.
  17. Willicious

    How to debug a Not Responding program element

    Good shout. Here's the call stack up to the breakpoint: It's still not 100% clear how we got to the "Free" call, though... I've highlighted the most recent thing that isn't in System.Generics
  18. Willicious

    How to debug a Not Responding program element

    OK... this is a bit of a can of worms. fPrimaryAnimation doesn't get freed, and PrimaryAnimation (property referring to fPrimaryAnimation) doesn't get freed. NewInstance and NewAnim also don't get freed. I honestly don't know where to start. The joys of working on someone else's code 🤨
  19. Willicious

    How to debug a Not Responding program element

    Should it? Bear in mind I'm very new to fixing memory leaks: nothing is obvious to me. NewAnim doesn't appear to be freed anywhere. However, my attempts to free it have so far only led to program crashes, or the memory leak persisting. Here's TGadgetAnimation's destructor: destructor TGadgetAnimation.Destroy; begin Dec(fTempBitmapUsageCount); if (fTempBitmapUsageCount = 0) then fTempBitmap.Free; fTriggers.Free; fSourceImage.Free; fSourceImageMasked.Free; inherited; end; If I shift-click "inherited" here, we get this empty procedure, in System. So, I assume that either Delphi just somehow 'knows' what to do here, or it does nothing: destructor TObject.Destroy; begin end; TGadgetMetaAccessor doesn't have a destructor, but TGadgetMetaInfo does. Maybe (i.e. I very much don't know for sure) "Animations.Free" is responsible for dispensing with all created TGadgetAnimations: destructor TGadgetMetaInfo.Destroy; var i: Integer; begin for i := 0 to ALIGNMENT_COUNT-1 do begin fVariableInfo[i].Animations.Free; fInterfaces[i].Free; end; inherited; end; Shift-clicking "inherited" there leads to the same empty procedure in System. So yes, I'm as baffled as you are.
  20. Willicious

    How to debug a Not Responding program element

    Here's the last 2 items in the call stack (I assume that only the most recent lines in the call stack are relevant?): procedure TGadgetAnimations.AddPrimary(aAnimation: TGadgetAnimation); begin Add(aAnimation); if fPrimaryAnimation <> nil then fPrimaryAnimation.fPrimary := false; <---------------------------------------- this is line 935 fPrimaryAnimation := aAnimation; aAnimation.fPrimary := true; end; procedure TGadgetAnimations.Clone(aSrc: TGadgetAnimations); var i: Integer; NewAnim: TGadgetAnimation; begin Clear; NewAnim := TGadgetAnimation.Create(aSrc.PrimaryAnimation.fMainObjectWidth, aSrc.PrimaryAnimation.fMainObjectHeight); NewAnim.Clone(aSrc.PrimaryAnimation); AddPrimary(NewAnim); <------------------------------------------------- this is line 949 for i := 0 to aSrc.Count-1 do begin if aSrc.Items[i].Primary then Continue; NewAnim := TGadgetAnimation.Create(aSrc.Items[i].fMainObjectWidth, aSrc.Items[i].fMainObjectHeight); NewAnim.Clone(aSrc.Items[i]); Add(NewAnim); end; SortByZIndex; end; This points to fPrimaryAnimation being the problem. Maybe this has already been freed and then not re-created for use here (best guess from what you've said)? Question is, which is the best action to take: 1) Free fPrimaryAnimation later 2) Re-create and re-free fPrimaryAnimation 3) Something else?
  21. Willicious

    How to debug a Not Responding program element

    Thanks, I've given this a try. It crashed on attempting to load a level with Pickup skill objects. Here's the call stack: Does this give us any more clues as to what to target? Should I FreeAndNil everything in TGadgetAnimations just to be sure?
  22. Willicious

    How to debug a Not Responding program element

    Here's the regular memory leak dialog:
  23. Willicious

    How to debug a Not Responding program element

    Struggling to make sense of this one. I've found a resource which isn't being freed ("NewAnim", a TGadgetAnimation instance), but all attempts to free it result in either the program not running at all, or the resource leak persisting anyway: procedure TGadgetAnimation.Load(aCollection, aPiece: String; aSegment: TParserSection; aTheme: TNeoTheme); var BaseTrigger: TGadgetAnimationTrigger; LoadPath: String; S: String; NeedUpscale: Boolean; Bitmaps: TBitmaps; i: Integer; Info: TUpscaleInfo; begin Clear; fFrameCount := aSegment.LineNumeric['frames']; fName := UpperCase(aSegment.LineTrimString['name']); fColor := UpperCase(aSegment.LineTrimString['color']); if LeftStr(fName, 1) <> '*' then begin if GameParams.HighResolution then LoadPath := AppPath + SFStyles + aCollection + SFPiecesObjectsHighRes + aPiece else LoadPath := AppPath + SFStyles + aCollection + SFPiecesObjects + aPiece; if fName <> '' then LoadPath := LoadPath + '_' + fName; // For backwards-compatible or simply unnamed primaries LoadPath := LoadPath + '.png'; if GameParams.HighResolution and not FileExists(LoadPath) then begin LoadPath := AppPath + SFStyles + aCollection + SFPiecesObjects + aPiece; if fName <> '' then LoadPath := LoadPath + '_' + fName; // For backwards-compatible or simply unnamed primaries LoadPath := LoadPath + '.png'; NeedUpscale := true; end else NeedUpscale := false; fHorizontalStrip := aSegment.Line['horizontal_strip'] <> nil; TPngInterface.LoadPngFile(LoadPath, fSourceImage); if fHorizontalStrip then begin fWidth := fSourceImage.Width div fFrameCount; fHeight := fSourceImage.Height; end else begin fWidth := fSourceImage.Width; fHeight := fSourceImage.Height div fFrameCount; end; if NeedUpscale then begin Bitmaps := MakeFrameBitmaps(true); Info := PieceManager.GetUpscaleInfo(aCollection + ':' + aPiece, rkGadget); for i := 0 to Bitmaps.Count-1 do Upscale(Bitmaps[i], Info.Settings); CombineBitmaps(Bitmaps); end else if GameParams.HighResolution then begin fWidth := fWidth div 2; fHeight := fHeight div 2; end; end else begin fHorizontalStrip := false; if Lowercase(fName) = '*blank' then begin fWidth := aSegment.LineNumeric['WIDTH']; fHeight := aSegment.LineNumeric['HEIGHT']; // Preserve previously-loaded frame count. fSourceImage.SetSize(fWidth * ResMod, fHeight * ResMod * fFrameCount); fSourceImage.Clear(0); end else begin // Fallback behaviour. Could mean it's unrecognized, or handled elsewhere (eg. "*PICKUP"). fSourceImage.SetSize(ResMod, ResMod); fSourceImage.Clear(0); fFrameCount := 1; fWidth := 1; fHeight := 1; end; end; // Only set fPrimary by TGadgetAnimations if fPrimary and (aSegment.Line['z_index'] = nil) then fZIndex := 1 else fZIndex := aSegment.LineNumeric['z_index']; if Uppercase(aSegment.LineTrimString['initial_frame']) = 'RANDOM' then fStartFrameIndex := -1 else fStartFrameIndex := aSegment.LineNumeric['initial_frame']; if fPrimary then begin fMainObjectWidth := fWidth; fMainObjectHeight := fHeight; end; fOffsetX := aSegment.LineNumeric['offset_x']; fOffsetY := aSegment.LineNumeric['offset_y']; fCutTop := aSegment.LineNumeric['nine_slice_top']; fCutRight := aSegment.LineNumeric['nine_slice_right']; fCutBottom := aSegment.LineNumeric['nine_slice_bottom']; fCutLeft := aSegment.LineNumeric['nine_slice_left']; BaseTrigger := TGadgetAnimationTrigger.Create; S := Lowercase(aSegment.LineTrimString['state']); if (S = 'pause') then BaseTrigger.fState := gasPause else if (S = 'stop') then BaseTrigger.fState := gasStop else if (S = 'looptozero') then BaseTrigger.fState := gasLoopToZero else if (S = 'matchphysics') then BaseTrigger.fState := gasMatchPrimary else if (aSegment.Line['hide'] <> nil) then BaseTrigger.fState := gasPause else BaseTrigger.fState := gasPlay; if (aSegment.Line['hide'] = nil) then BaseTrigger.fVisible := true else BaseTrigger.fVisible := false; fTriggers.Add(BaseTrigger); if fPrimary then begin // Some properties are overridden/hardcoded for primary BaseTrigger.fState := gasPause; // Physics control the current frame BaseTrigger.fVisible := true; // Never hide the primary - if it's needed as an effect, make the graphic blank end else begin // If NOT primary - load triggers aSegment.DoForEachSection('trigger', procedure(aSec: TParserSection; const aCount: Integer) var NewTrigger: TGadgetAnimationTrigger; begin NewTrigger := TGadgetAnimationTrigger.Create; NewTrigger.Load(aSec); fTriggers.Add(NewTrigger); end ); end; fNeedRemask := true; fMaskColor := $FFFFFFFF; end; procedure TGadgetMetaInfo.Load(aCollection,aPiece: String; aTheme: TNeoTheme); var Parser: TParser; Sec: TParserSection; GadgetAccessor: TGadgetMetaAccessor; NewAnim: TGadgetAnimation; PrimaryWidth: Integer; begin fGS := Lowercase(aCollection); fPiece := Lowercase(aPiece); GadgetAccessor := GetInterface(false, false, false); Parser := TParser.Create; try ClearImages; if not DirectoryExists(AppPath + SFStyles + aCollection + SFPiecesObjects) then raise Exception.Create('TMetaObject.Load: Collection "' + aCollection + '" does not exist or does not have objects. (' + aPiece + ')'); SetCurrentDir(AppPath + SFStyles + aCollection + SFPiecesObjects); Parser.LoadFromFile(aPiece + '.nxmo'); Sec := Parser.MainSection; // Trigger effects if Lowercase(Sec.LineTrimString['effect']) = 'exit' then fTriggerEffect := DOM_EXIT; if Lowercase(Sec.LineTrimString['effect']) = 'forceleft' then fTriggerEffect := DOM_FORCELEFT; if Lowercase(Sec.LineTrimString['effect']) = 'forceright' then fTriggerEffect := DOM_FORCERIGHT; if Lowercase(Sec.LineTrimString['effect']) = 'trap' then fTriggerEffect := DOM_TRAP; if Lowercase(Sec.LineTrimString['effect']) = 'water' then fTriggerEffect := DOM_WATER; if Lowercase(Sec.LineTrimString['effect']) = 'fire' then fTriggerEffect := DOM_FIRE; if Lowercase(Sec.LineTrimString['effect']) = 'onewayleft' then fTriggerEffect := DOM_ONEWAYLEFT; if Lowercase(Sec.LineTrimString['effect']) = 'onewayright' then fTriggerEffect := DOM_ONEWAYRIGHT; if Lowercase(Sec.LineTrimString['effect']) = 'teleporter' then fTriggerEffect := DOM_TELEPORT; if Lowercase(Sec.LineTrimString['effect']) = 'receiver' then fTriggerEffect := DOM_RECEIVER; if Lowercase(Sec.LineTrimString['effect']) = 'pickupskill' then fTriggerEffect := DOM_PICKUP; if Lowercase(Sec.LineTrimString['effect']) = 'lockedexit' then fTriggerEffect := DOM_LOCKEXIT; if Lowercase(Sec.LineTrimString['effect']) = 'unlockbutton' then fTriggerEffect := DOM_BUTTON; if Lowercase(Sec.LineTrimString['effect']) = 'collectible' then fTriggerEffect := DOM_COLLECTIBLE; if Lowercase(Sec.LineTrimString['effect']) = 'onewaydown' then fTriggerEffect := DOM_ONEWAYDOWN; if Lowercase(Sec.LineTrimString['effect']) = 'updraft' then fTriggerEffect := DOM_UPDRAFT; if Lowercase(Sec.LineTrimString['effect']) = 'splitter' then fTriggerEffect := DOM_SPLITTER; if Lowercase(Sec.LineTrimString['effect']) = 'entrance' then fTriggerEffect := DOM_WINDOW; if Lowercase(Sec.LineTrimString['effect']) = 'antisplatpad' then fTriggerEffect := DOM_NOSPLAT; if Lowercase(Sec.LineTrimString['effect']) = 'splatpad' then fTriggerEffect := DOM_SPLAT; if Lowercase(Sec.LineTrimString['effect']) = 'decoration' then fTriggerEffect := DOM_DECORATION; if Lowercase(Sec.LineTrimString['effect']) = 'traponce' then fTriggerEffect := DOM_TRAPONCE; if Lowercase(Sec.LineTrimString['effect']) = 'onewayup' then fTriggerEffect := DOM_ONEWAYUP; if Lowercase(Sec.LineTrimString['effect']) = 'animation' then fTriggerEffect := DOM_ANIMATION; if Lowercase(Sec.LineTrimString['effect']) = 'animationonce' then fTriggerEffect := DOM_ANIMONCE; if Lowercase(Sec.LineTrimString['effect']) = 'blasticine' then fTriggerEffect := DOM_BLASTICINE; if Lowercase(Sec.LineTrimString['effect']) = 'vinewater' then fTriggerEffect := DOM_VINEWATER; if Lowercase(Sec.LineTrimString['effect']) = 'poison' then fTriggerEffect := DOM_POISON; if Lowercase(Sec.LineTrimString['effect']) = 'lava' then fTriggerEffect := DOM_LAVA; if Lowercase(Sec.LineTrimString['effect']) = 'radiation' then fTriggerEffect := DOM_RADIATION; if Lowercase(Sec.LineTrimString['effect']) = 'slowfreeze' then fTriggerEffect := DOM_SLOWFREEZE; if (Lowercase(Sec.LineTrimString['effect']) = 'decoration') or (Lowercase(Sec.LineTrimString['effect']) = 'paint') then fTriggerEffect := DOM_DECORATION; if Sec.Section['PRIMARY_ANIMATION'] = nil then begin if LastWarningStyle <> fGS then begin ShowMessage('Gadget ' + fGS + ':' + fPiece + ' is in pre-12.7 format. Please update your copy of this style, or if up to date, ask the style creator to fix.'); LastWarningStyle := fGS; end; raise Exception.Create('Gadget ' + fGS + ':' + fPiece + ' is in pre-12.7 format. Please update your copy of this style, or if up to date, ask the style creator to fix.'); end; NewAnim := TGadgetAnimation.Create(0, 0); GadgetAccessor.Animations.AddPrimary(NewAnim); NewAnim.Load(aCollection, aPiece, Sec.Section['PRIMARY_ANIMATION'], aTheme); fFrameCount := NewAnim.FrameCount; PrimaryWidth := NewAnim.Width; // Used later Sec.DoForEachSection('ANIMATION', procedure (aSection: TParserSection; const aIteration: Integer) begin NewAnim := TGadgetAnimation.Create(GadgetAccessor.Animations.PrimaryAnimation.Width, GadgetAccessor.Animations.PrimaryAnimation.Height); GadgetAccessor.Animations.Add(NewAnim); NewAnim.Load(aCollection, aPiece, aSection, aTheme); end ); GadgetAccessor.Animations.SortByZIndex; GadgetAccessor.TriggerLeft := Sec.LineNumeric['trigger_x']; GadgetAccessor.TriggerTop := Sec.LineNumeric['trigger_y']; GadgetAccessor.TriggerWidth := Sec.LineNumeric['trigger_width']; GadgetAccessor.TriggerHeight := Sec.LineNumeric['trigger_height']; GadgetAccessor.DefaultWidth := Sec.LineNumeric['default_width']; GadgetAccessor.DefaultHeight := Sec.LineNumeric['default_height']; GadgetAccessor.DigitX := Sec.LineNumericDefault['digit_x', PrimaryWidth div 2]; GadgetAccessor.DigitY := Sec.LineNumericDefault['digit_y', -6]; GadgetAccessor.ExitMarkerX := Sec.LineNumeric['exit_marker_x']; GadgetAccessor.ExitMarkerY := Sec.LineNumeric['exit_marker_y']; if LeftStr(Lowercase(Sec.LineTrimString['digit_alignment']), 1) = 'l' then GadgetAccessor.DigitAlign := -1 else if LeftStr(Lowercase(Sec.LineTrimString['digit_alignment']), 1) = 'r' then GadgetAccessor.DigitAlign := 1 else GadgetAccessor.DigitAlign := 0; fDigitMinLength := Sec.LineNumericDefault['digit_length', 1]; if Sec.Line['sound_activate'] = nil then fSoundActivate := Sec.LineTrimString['sound'] else fSoundActivate := Sec.LineTrimString['sound_activate']; fSoundExhaust := Sec.LineTrimString['sound_exhaust']; fKeyFrame := Sec.LineNumeric['key_frame']; // This is almost purely a physics property, so should not go under animations if Sec.Line['resize_both'] <> nil then begin GadgetAccessor.CanResizeHorizontal := true; GadgetAccessor.CanResizeVertical := true; end else begin GadgetAccessor.CanResizeHorizontal := Sec.Line['resize_horizontal'] <> nil; GadgetAccessor.CanResizeVertical := Sec.Line['resize_vertical'] <> nil; end; if fTriggerEffect in [DOM_NONE, DOM_DECORATION] then // No trigger area begin GadgetAccessor.TriggerWidth := 0; GadgetAccessor.TriggerHeight := 0; end; if fTriggerEffect in [DOM_RECEIVER, DOM_WINDOW] then // Trigger point only begin GadgetAccessor.TriggerWidth := 1; GadgetAccessor.TriggerHeight := 1; end; finally Parser.Free; end; end;
  24. Willicious

    How to debug a Not Responding program element

    Thanks for this. I'll give it a try - should come in handy for future memory leaks. Can it also be used for overflow/range checking as well?
  25. Willicious

    How to debug a Not Responding program element

    @Anders Melander Thanks for the advice, I installed madExcept again and it generated the following leak report: The problem was in TRenderer.DrawProjectileShadow (shown in the call stack), in which an instance of TProjectile was being created and not freed. I've now fixed this. madExcept is super useful then, no doubt. I did however uninstall it again after use because I noticed significant lag when running SLX with it enabled, and it also caused some access violation error dialogs to popup. I wonder whether this may be because I installed a newer version of madExcept which is intended to work with Delphi 12 and I'm still on Delphi 10.4 - It might be worth trying a previous version next time; the dev leaves all versions up on the site, helpfully.
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