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Buy Counter-Strike: Condition Zero. Includes 2 items: Counter-Strike. Includes 4 items: Counter-Strike: Condition Zero, Day of Defeat, Deathmatch Classic, Ricochet. Download the patch from the downloads section. 01-14-2006: CS:S DM 0.84 Released This release fixes a few annoying gameplay bugs. Upgrading isn't necessary unless these bother you. OS Sierra. This may result in an older copy of the Steam application being placed in your Trash. It is safe to delete the older copy by emptying the trash. Linux. Fixed handling of clickable URLs in chat text for the desktop Steam client. General. Fixed a crash when games passed certain parameters to the Steamworks APIAdded button to clear local cache under download settings. This may fix downloads by removing stale or corrupt cached data. Added UI text to indicate if a selected title is excluded from Family Sharing Worked around a problem where a recent Windows 1. Xbox One controllers to send duplicate input. Fixed cases where playing a free game could trigger Family Sharing error messages. In- Home Streaming. Added support for spectating VR games from the Steam Link, mirroring the VR player's viewpoint. Steam Controller. Added . This allows an arbitrary X/Y position to be moved to on a button press and optionally warp back to the original position on release. When combined with a click via either multi- binding or an additional activator, allows for on- screen UI to be bound to buttons even if they have no hotkey. Multiple Set Cursor Position inputs can be multi- bound to a single button allowing cursor position binding cycling. Scroll wheel Mode on Joystick now ignores the joystick returning to the center position when doing horizontal/vertical scrolling. This allows for bindings to be cycled through scroll wheel on left/right or up/down taps. Added Gyro Button Behavior setting. Allows for the Gyro Enable Button to be flipped to be a Gyro Disable Button, so gyro is disabled while the specified button is held, but otherwise on all the time. Fixed broken configurations where modes could be attached to sources that don’t support them which caused errors in both the UI and in behavior. Fixed issues with Double Press activator not working in certain games. Fixed Interruptible activators not interrupting in a few specific scenarios. Fixed haptic location not always being updated properly with activators. Changed new full press activators to use the mode's current haptic setting as a default setting on the new activator. Fixed activator- based haptics on specfic switch buttons to be correct based on physical position on the controller. Fixed a bug when turning off legacy mode while editing Triggers. Fixed incorrect modes being created when a developer is creating a new native configuration. Fixed configurator option not showing up if game was VR capable and had VR controller support but also had non- VR and normal controller support. Fixed adding action sets to fully legacy configs in games that have native configs. Now legacy action set configs and native configs won't stomp each other. Fixed mode- shifted mouse regions flipping their initial Y position if . Cleaned up the Choose Binding panel to improve legibility. Added icons for Controller Actions such as Change Action Set, Take Screenshot, Move Cursor, and Show On Screen Keyboard. Fixed the backslash character '\' not showing up on keyboard layouts. Added RB/LB buttons to change current action set when editing a configuration. Fixed gamepad binding highlights being offset in certain overlay resolutions. Fixed issues that prevented Streaming gyro from functioning properly. UPDATED 2. 01. 6- 0. This update was re- released for Windows users with a change to improve compatibility with Windows 1. UPDATED 2. 01. 6- 0. A minor patch was released to fix a crash in some Virtual Reality applications. General Fixed rare client hang when downloading additional game content Fixed a bug that could cause cloud sync to break when an application is permitted to use over 2. GB of cloud storage Fixed an issue where video series could appear improperly in the Recently Played jump list Fixed compatibility issues with some upcoming Vulkan games. Library Videos that are part of a Series (e. CS: GO Player Profiles, PAYDAY Web Series, etc.) will automatically be categorized together in the Video Library. In- Home Streaming Fixed an issue causing horizontal blockiness in some windowed games and when running Big Picture on a screen wider than 1. In- Game Overlay Direct. X 1. 2 titles in multi- GPU configurations are now supported by the overlay Fixed a rare issue that could prevent the overlay from drawing in certain games. Steam Controller Added support for Controller Activators Activators sit between inputs (like a button) and outputs (like a keypress) and allow for a variety of new behaviors and functionality Current activators include Normal Press, Long Press, Double Press, Start Press, Release Press, etc. Activators have their own settings, so they can each have haptics, delays, toggles, cycle bindings, turbo, etc. There is no limit to the number of activators on an input, so a single button can have a normal press, a double press, multiple long presses of different durations, etc. Mode shifts are also activator based, so mode shifts can now toggle or have special functionality like only on Long Press. Internal file format has been reorganized due to these changes, so new configurations are not backwards compatible. Any changes made to an existing configuration will not work in previous builds All existing configurations are converted into the new format and carry over the appropriate settings and bindings Added the ability to copy and existing Action Set into a new Action Set when creating one. You now have a dropdown of all existing action sets to copy from on create. Fix for zombie controllers when resuming from suspend with a dongle in a suspend- powered USB port. Gyro optimizations which in certain cases reduce latency. Fixed footer showing toggle game actions button when using action sets on legacy configurations. Fixed Action Sets being visible and selectable at the top of the UI while in binding/activator editing modes. Fixed Gyro Mode Button being visible and selectable while editing other modes. Fixed Footer not appearing in the desktop configurator. Fixed Controller Beep potentially browning out in low battery situations. Fix for register controller dialog only showing up in the main Steam window and not the overlay if you turn on a new controller while in- game. Essentially this makes it continue its momentum forever. Allows the stick/trigger response to be tuned to a higher degree. Fixed Mode- Shifts not being set properly in extended action sets. Fixed Activator settings not sticking when no other settings were altered. Fix for Euro Truck Simulator 2 not allowing action sets. Added Start and Select to the available Mode- Shift buttons. Fixed changes to sliders in activators not applying if no other settings were changed. Fix for Big Picture overlay being destroyed when exiting the overlay via the Steam Button in a Shortcut. Fix for crash when trying to update the Steam Controller configurator controls while in the midst of rebuilding the UI. Fix for selecting the proper graphics adapter in multi- gpu setups. Added support for overriding the application that launches to host Desktop Game Theater. Linux Improved compatibility with newer Linux distributions. UPDATED 2. 01. 6- 0. A minor patch was released for Windows users to improve compatibility with upcoming Vulkan games, in addition to all of the following changes from the June update. UPDATED 2. 01. 6- 0. This update was released again on June 1. An update has been released for the Steam Client and will be automatically downloaded. General. Fixed issues where the download rate could display an unreasonably large number. Fixed missing Workshop content when a game is uninstalled and then reinstalled. Fixed a rare crash when resizing windows Fixed several issues with line- wrapping inside of text entry boxes. Added a short idle- timer to the Client Update dialog box so that future updates will not pop up while you are in the middle of typing. Fixed a crash when exiting the client if there are downloads in progress. Updated Chromium to fix a newly- disclosed security flaw in the handling of PDF files. In- Game Overlay Fixed performance issues with when running Vulkan applications on AMD hardware. Fixed a crash/reset when attempting to select a local file for upload to a web page. Big Picture Fixed unexpected navigation caused by throttle- like joystick inputs that are not centered at zero. Removed an erroneous prompt to opt into the client Beta under some circumstances. Mac OS X Improved UI responsiveness when typing text in large chat windows. Fixed a bug where the In- Game Overlay could be the wrong size in Retina- aware games. Linux / Steam. OS Fixed a case where the incorrect cursor could be displayed after hiding the In- Game Overlay. Fixed client not being able to launch if the Steam Runtime was disabled by the user. Steam Controller Improved responsiveness when saving new controller configurations, especially for newly- released games. Fixed a possible crash when streaming to the Steam Link Fixed several issues related to DOOM (2. Steam Link compatibility. Steam VR Added initial support for viewing stereo screenshots in VRAdded warning messages when launching VR games with incompatible headsets. Added a per- game setting that allows non- Steam games to show in the VR library. Fixed an issue causing the foreground application to quit when the Desktop tab is selected in the VR dashboard. Fixed the . Improved support for broadcasting while using Big Picture mode. Includes new Broadcast Dashboard that allows access to broadcast chat and some broadcast management controls, plus support for viewing your own broadcast. Fixed some UI styling issues in the Big Picture overlay VR Removed block on Steam. VR applications if Family View is enabled. Ride Along - Summit Police Department. Village of Summit Police Department Ride- Along Program. The ride- along program is available to individuals who submit a written request to a supervisor of the Summit Police Department (form attached). 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Short probabilistic programming machine- learning code replaces complex programs for computer- vision tasks. Two- dimensional images of human faces (top row) and front views of three- dimensional models of the same faces, produced by both a new MIT system (middle row) and one of its predecessors (bottom row). Defense Advanced Research Projects Agency launched a four- year program to fund probabilistic- programming research.“This is the first time that we’re introducing probabilistic programming in the vision area,” says Tejas Kulkarni, an MIT graduate student in brain and cognitive sciences and first author on the new paper. The MIT Probabilistic Computing Project. Picture, some Venture, and material on AI from our talk at the MIT ILP Seminar on Minds.General- purpose inference schemes solve the problems.”By the standards of conventional computer programs, those “models” can seem absurdly vague. One of the tasks that the researchers investigate, for instance, is constructing a 3- D model of a human face from 2- D images. Their program describes the principal features of the face as being two symmetrically distributed objects (eyes) with two more centrally positioned objects beneath them (the nose and mouth). It requires a little work to translate that description into the syntax of the probabilistic programming language, but at that point, the model is complete. Feed the program enough examples of 2. D images and their corresponding 3. D models, and it will figure out the rest for itself.“When you think about probabilistic programs, you think very intuitively when you’re modeling,” Kulkarni says. It’s a very different style of modeling.”Joining Kulkarni on the paper are his adviser, professor of brain and cognitive sciences Josh Tenenbaum; Vikash Mansinghka, a research scientist in MIT’s Department of Brain and Cognitive Sciences; and Pushmeet Kohli of Microsoft Research Cambridge. Inverse graphics. Inference on representative faces using Picture (Tejas D Kulkarni et al.)For their experiments, they created a probabilistic programming language they call Picture, which is an extension of Julia, another language developed at MIT. The new work, Kulkarni says, revives an idea known as inverse graphics, which dates from the infancy of artificial- intelligence research. Even though their computers were painfully slow by today’s standards, the artificial intelligence pioneers saw that graphics programs would soon be able to synthesize realistic images by calculating the way in which light reflected off of virtual objects. This is, essentially, how Pixar makes movies. Some researchers, like the MIT graduate student Larry Roberts, argued that deducing objects’ three- dimensional shapes from visual information was simply the same problem in reverse. But a given color patch in a visual image can, in principle, be produced by light of any color, coming from any direction, reflecting off of a surface of the right color with the right orientation. Calculating the color value of the pixels in a single frame of “Toy Story” is a huge computation, but it’s deterministic: All the variables are known. Inferring shape, on the other hand, is probabilistic: It means canvassing lots of rival possibilities and selecting the one that seems most likely. That kind of inference is exactly what probabilistic programming languages are designed to do. Kulkarni and his colleagues considered four different problems in computer vision, each of which involves inferring the three- dimensional shape of an object from 2. D information. On some tasks, their simple programs actually outperformed prior systems. The error rate of the program that estimated human poses, for example, was between 5. Inference algorithms. In a probabilistic programming language, the heavy lifting is done by the inference algorithm — the algorithm that continuously readjusts probabilities on the basis of new pieces of training data. In that respect, Kulkarni and his colleagues had the advantage of decades of machine- learning research. Built into Picture are several different inference algorithms that have fared well on computer- vision tasks. Time permitting, it can try all of them out on any given problem, to see which works best. Moreover, Kulkarni says, Picture is designed so that its inference algorithms can themselves benefit from machine learning, modifying themselves as they go to emphasize strategies that seem to lead to good results. It is the beginning of modern revisit for inverse- graphics reasoning.”The researchers will present the system at the Computer Vision and Pattern Recognition conference in June. Abstract of Picture: A probabilistic programming language for scene perception. Recent progress on probabilistic modeling and statistical learning, coupled with the availability of large training datasets, has led to remarkable progress in computer vision. Generative probabilistic models, or “analysis- by- synthesis” approaches, can capture rich scene structure but have been less widely applied than their discriminative counterparts, as they often require considerable problem- specific engineering in modeling and inference, and inference is typically seen as requiring slow, hypothesize- and- test Monte Carlo methods. Here we present Picture, a probabilistic programming language for scene understanding that allows researchers to express complex generative vision models, while automatically solving them using fast general- purpose inference machinery. Picture provides a stochastic scene language that can express generative models for arbitrary 2. D/3. D scenes, as well as a hierarchy of representation layers for comparing scene hypotheses with observed images by matching not simply pixels, but also more abstract features (e. Inference can flexibly integrate advanced Monte Carlo strategies with fast bottom- up datadriven methods. Thus both representations and inference strategies can build directly on progress in discriminatively trained systems to make generative vision more robust and efficient. We use Picture to write programs for generative 3. D face analysis, 3. D human pose estimation, and 3. D object reconstruction – each in under 5. 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