Eugene
Eugene
Have the following issue on M2 Pro: ``` python3 -m fastchat.serve.cli --model-path lmsys/fastchat-t5-3b-v1.0 --device mps --style rich Human: hi Assistant: loc("mps_clamp"("(mpsFileLoc): /AppleInternal/Library/BuildRoots/97f6331a-ba75-11ed-a4bc-863efbbaf80d/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShadersGraph/mpsgraph/MetalPerformanceShadersGraph/Core/Files/MPSGraphUtilities.mm":268:0)): error: input types 'tensor' and 'tensor' are not...
This is how I made it to build the macos binary with required path: ```python valid_path = "project/addons/godot-steam-audio/bin/libgodot-steam-audio.macos.template_debug.universal.framework/libgodot-steam-audio.macos.template_debug.universal.dylib" suffix = env["suffix"] lib_suffix = env["SHLIBSUFFIX"] # suffix: .macos.template_debug.universal print("suffix: ", suffix)...
> The steam audio and godot-steam-audio binaries are different and both must be provided (in Win/Linux, they’re both in the same folder). You may just need to place the SteamAudio...
I managed to run Godot with SteamAudio components! --- These are the steps I did: 1. Modify `SConstruct` by adding `macos` section: ```python elif env["platform"] == "macos": env.Append(LIBPATH=["src/lib/steamaudio/lib/macos-x64"]) env.Append(LIBS=["libphonon.dylib"]) macos_lib_path...
Tried building `godot-steam-audio` with these flags, but no other info in Godot logs was shown. But I found some clues in Apple crash reporter: ``` Thread 0 Crashed:: Dispatch queue:...
I think there is a dynamic lib linkage problem or something like that. I don't have a skill to debug this and get any further on my own.
Definitely agree! I would also love to see an option to use Anthropic Claude Sonnet 3.5 or Ollama local LLM.