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Ancestry.com database purge August 2020 - 6, 7 and 8cM data to be deleted by the end of this month

Hi everyone.
My mum just got me to start adding DNA Matches data that will soon be purged from their databases to specific groups on her Ancestry.com account. It's a massive task to tag/group each match to preserve the connection in your account, however there is a script floating around that automates the task somewhat. It's at the end of this post.
I'm not sure if this has been posted here before, and I couldn't find anything from searching, so here is some stuff that might help you.
What does this mean?Apparently Ancestry.com are purging certain data matches from their databases, presumably due to storage concerns, among other things (having been sold for 4.7B USD?). This isn't an official article, but mentions some things about it: https://dna-explained.com/2020/07/30/ancestry-match-purge-update/ . This makes sense, because not many people will use this data, and it is probably MASSIVE amount of space in their databases.
What is the data being purged?It's matches between your DNA and other tested users that have a relationship of 8cM, 7cM and 6cM, which is further explained here: https://en.wikipedia.org/wiki/Centimorgan . Basically the more of a separation in DNA, the lower the cM number. For each Ancestry.com account user the data would represent literally thousands, possibly tens of thousands, of distant cousins and relatives, perhaps between 8 to 12 generations back, but could be more or less, those numbers are just what I've gathered over the last couple hours looking into it all.
Does this affect me much?I'm not an expert user, but it essentially means you will no longer be able to find matches between you and those tens of thousands of users. I guess if you are just a normal user you would like to trace your ancestry backwards like 6 generations, but not necessarily sideways to very distant cousins. This data is probably more relevant to expert researchers, or perhaps just people who are completionists, or have some form of OCD about it, or who don't like the idea of the data disappearing in case they want to use it in the future (my mum).
How can I save the data on my account to preserve it?Apparently, once you click on an individual match and add it to a custom group, it will preserve it for you and not delete the connection. So, I have created 3 groups named "8cM", "7cM" and "6cM" and I am adding ALL matches to each of those groups. Instead of clicking "Add to group" on each one, I am using a simple Javascript script run in the console on the webpage. It's still a manual method similar to running a macro on the page, but it's working. At the moment it's running approx 1.5 seconds per tagging, so for 10,000 it might take 4 hours. Better than nothing I guess!
I'm not sure who or how many people will want to use this script, and it's pretty basic for anyone who is a software developer to use, but if you aren't savvy and need some assistance, feel free to reply in the comments and I could probably jump in Discord to help you get it started.
Here is the script that is floating around Facebook, along with instructions. I have made some minor changes because the script was missing carriage returns in places, and the instructions were a bit unclear. Sorry I can't credit the original author because the copy I got doesn't mention them. If anyone knows maybe mention below.
EDIT: This link has an updated version of the script, and some much better instructions, as well as a video on how to use it! https://dnagenealogy.tumblr.com/post/625489428189675520/roger-fr%C3%B8ysaas-ancestry-autotagger-script
I'm gonna leave the script below anyway, since it works fine for me.
#### How to Automate the Ancestry Group Tagging Using the Browser This is an example of a possible way to automate the group tagging of DNA matches on Ancestry. It uses a small piece of Javascript and takes advantage of the infinite list functionality on the page to keep getting new matches to tag. Although it may seem overly complicated it is actually not that bad. You basically only have to provide two pieces of information to the script and then do some copy paste to get it to work. I have used this to tag my two kits. Running for hours and hours and with a few restarts here and there it auto-tagged over 50000 matches for me. You can do this too! ### Caveat The script will most likely eventually crash. This is due to what seems like poor memory management of the tagging popup dialog on the DNA matches web page and is the result of the Ancestry.com programming. When this happens just follow the method described to restart and continue. Testing both Chrome and Firefox I found Firefox to have better performance doing this so I recommend that you use 64-bit Firefox. You can check the version by clicking the settings icon (3 bars) in the top right corner, then Help->About Firefox. You will see the version number displayed along with «(64-bit)» if you have that version. Basically, 64-bit allows for more memory to be available to the application and thus should give a little more room to work. Please read through the whole thing to get an overview. #### About Initial Preparations This is somewhat of a hack that uses the browser devtools console to interact with the DNA matches page rendered in your browser. There are probably other (perhaps better) ways to do it but this one is simple and requires no additional software/tools – just your browser and a simple text editor like Notepad in Windows or similar. It will work on a Mac as well as in Windows (or Linux). #### Prepping Steps This is a step-by-step list of how to prepare for running the script: - First log into Ancestry.com using your browser. It is recommended to use Firefox, however Chrome will work as will the new Edge browser and maybe even Safari. - Open the DNA matches page and filter the matches to your liking. Note that your filter should provide as few matches in total as possible. I.e. set the filter to 6-6cM for instance and not 6-8cM. Do 6, then 7, then 8 – not all at the same time. This will strain your browser tab’s memory too much. The page will load the initial few matches which is all the script needs. - Click the F12 key on your keyboard – this will open the browser devtools panel. You need to have the Ancestry match page open when you do this. It will probably open at the bottom of your window. You can change the position by clicking the «3 dots» icon (Firefox only?) and selecting where to dock. - In this devtools panel locate and press the «Console» tab. This is a text-based command-response dialog. Commands are written in Javascript which is the "magic" that makes web pages interactive (more or less). As an example you can copy the following text into the console by first clicking inside it next to the ">>" line to set focus and then paste the below command (you will see a blinking black cursor when the console has focus): // COPY LINE BELOW INTO THE CONSOLE INPUT LINE (">>") document.getElementsByTagName("match-entry").length Then you press "Enter". This will output the number of DNA matches currently loaded in your browser tab. 50 for an initial matches list. Pretty easy, huh? Now you’re ready to tag some matches. #### Method The general method for applying the script: - Make sure the script has been adjusted for your setup according to chapter «Preparing the Script for Your Setup» below - Copy the prepared script and paste into the console, then simply press Enter to execute it. Make sure the console has focus by clicking the «>>» line first - The script will works its way down the list, and since it’s an infinite autoloading list the page itself will fetch more matches as the script gets close to the page bottom thus allowing the script to keep working uninterrupted. - The script MAY (will) fail. When this happens simply close the browser tab and open a new empty tab. Load the matches page again in the new tab and apply the filter. Then open the devtools console (F12 key) and copy and paste your adjusted script from your text editor like before. The script will auto-scroll and load new matches until it finds some untagged matches and continue tagging. - Once the script finishes you should close the tab and load the matches again in a new tab. Then adjust the filter for a new set of matches and rerun the auto-tagger script by either pressing the «arrow up» key or simply copy pasting from your text editor again. #### Preparing the Script for Your Setup Since you and I probably use different group name and have a different ordering of the custom groups you need to adjust the script slightly. It’s as simple as two small changes. - Start Notepad or some other simple text editor - Copy the auto-tagger script from below into your text editor - Change only these two things: * On script line 6: Change the group title to your own group name you will use. Make sure to only change the text inside the '"'s, so if your group name was 8cM_Group the line would look like: var groupTitle = "8cM_Group"; * On script line 42: Where it says: var myTag = choices[2].getElementsByClassName("checkbox"); replace the bracketed [2] value with a number that is the row number of your custom group. So, in the popup that displays when you click «Add/edit groups» on the DNA Matches page, it has a list of custom groups you have created. The first one is ALWAYS the START group, and this is [1]. The next custom row is [2], and so on. Count your way down to the group you will use. Note that the script text formatting doesn’t matter as long as all the «;» are in place. They are used by Javascript to separate instructions. Just remember to copy EVERYTHING between the two lines with "-------"s #### Auto-Tagger Script // COPY EVERYTHING BELOW THIS LINE --------------------------------------------- (async () => { var matchList = document.getElementsByTagName("match-entry"); var matchesTagged = 0; var matchesSkipped = 0; // NOTE: CHANGE THE BELOW GROUP NAME var groupTitle = "NAME OF YOUR GROUP"; mainloop: for (let i = 0; i < matchList.length; i++) { let presentGroups = matchList[i].getElementsByClassName("indicatorGroup"); for (let j = 0; j < presentGroups.length; j++) { let title = presentGroups[j].title; if (groupTitle.localeCompare(title.toString()) == 0) { matchesSkipped++; if (matchesSkipped == matchList.length) { // We've skipped all loaded matches since they are all tagged // Now start scrolling until we find an untagged match // Note: 1000 iterations will eventually load 50000 matches. Change as needed for (let l = 0; l < 1000; l++) { window.scrollTo(0, window.document.body.scrollHeight); await new Promise(r => setTimeout(r, 3000)); // Check last match and see if it's tagged let newLength = matchList.length; console.warn("New match list length = " + newLength); presentGroups = matchList[newLength - 1].getElementsByClassName("indicatorGroup"); let tagged = false; for (let k = 0; k < presentGroups.length; k++) { if (groupTitle.localeCompare(presentGroups[k].title.toString()) == 0) { tagged = true; } } if (!tagged) break; } } continue mainloop; } } let btn = matchList[i].getElementsByClassName("groupAddBtn"); btn[1].click(); await new Promise(r => setTimeout(r, 250)); var popup = document.getElementsByClassName("calloutContent"); var choices = popup.item(0).getElementsByTagName("li"); // NOTE: REPLACE BELOW BRACKETED VALUE WITH ACTUAL ROW TO USE - STAR = 1, FIRST CUSTOM GROUP = 2, ETC var myTag = choices[2].getElementsByClassName("checkbox"); if (!myTag[0].checked) { myTag[0].click(); await new Promise(r => setTimeout(r, 1000)); // Allow the request to finish matchesTagged++; } btn[1].click(); } console.warn("Tagging done - a total of " + matchList.length + " matches have been tagged. Last script run tagged " + matchesTagged + " matches."); })() // COPY EVERYTHING ABOVE THIS LINE --- END OF COPY SECTION --------------------- Make sure you copy that last line containing " }) ()" as well. If not it will fail. 
On the matches page, it basically iterates through each match and adds them to the chosen group.
Cheers!
submitted by CreativeAnalytics to Ancestry

Foundry VTT RELEASE 0.7.6

https://foundryvtt.com/releases/0.7.6

Welcome to the Foundry Virtual Tabletop update notes for Release version 0.7.6.

atropos_nyx is pleased to release Foundry Virtual Tabletop version 0.7.6, a stable release in the 0.7.x series of updates. The 0.7.6 update focuses on continued polishing of this major version with bug fixes, usability enhancements, and some minor quality of life features.

WARNING: Version 0.7.6 is labeled as a stable release, but there is always the possibility of unexpected bugs or module compatibility issues. We do not recommend updating immediately prior to a game session unless you are confident in your own ability to troubleshoot any issues that arise.

Secondly - if you are updating to the 0.7.x series for the first time (in other words, if you skipped 0.7.5), I recommend that you first carefully read the notes for that update before installing 0.7.6. You can read the full update notes for each individual release in the 0.7.x series using the following links:

New Features

Scenes and Canvas Features

  • The Color Intensity slider for Ambient Light and Token emitted light sources now uses an exponential scale which improves the user experience by providing for more fine-grained calibration of lighting intensity level towards the lower-end of the intensity range. The appearance of your light sources will not change as a result of this change - but the value of that intensity on the slider will. For example, what was previously an "intensity 0.2" may now appear as an "intensity 0.45".
  • The Scene Dimensions label in scene configuration now has a very clear indication of which input is width and which is height.
  • The name of a Scene being preloaded is now only visible to players if the player can see the name in the navigation menu.
  • Added new CanvasLayer options to allow configuration of default zIndex and sorting-to-top behavior when active. This allows for interactive layers like the Walls Layer or Templates Layer to be re-sorted to be displayed above other layers when they are active.

Actors, Tokens, and Active Effects

  • Added support to allow ActiveEffects to be dragged and dropped from one Actor Sheet to another Actor Sheet. This feature is not enabled automatically, but will be enabled for any modules or systems which implement support for Active Effect tracking on their character sheet by including a data-effect-id attribute in an effect item entry.
  • Active Effects are now automatically assigned a startRound and startTurn when a combat encounter is active at the time they are assigned.
  • The status effects selection palette in the Token HUD will now remain expanded or collapsed if the HUD itself is re-rendered.
  • A Folder of Items may now be dropped onto an ActorSheet to bulk-create Owned Items.
  • Dragging actors from the sidebar which are visible to players no longer requires a player to have owner permission to initiate the drag, instead checking if the player has the appropriate permissions to initiate a drop. This corrects an issue where in some Game Systems which supported polymorph, a player would need owner permissions over an actor to use it as a polymorph form.
  • The server-side Token data model now automatically falls back to sight and light emission angles of 360 if an otherwise invalid value is present.

Localization

  • Added some missing localization strings for Journal Entries and Map Notes.

Other New Features

  • While a world is in the intermediate state between 'loading' and 'ready', the server will now attempt to delay responding to user connections.
  • Running with the --noupdate command line flag enabled now prevents checking whether there is a software update available.
  • "Disable Modules" and "Reset User Access Keys" are no longer visible on the create world dialog.
  • If a World is launched that has no User with a Gamemaster role, one will be more reliably automatically created.
  • The Module Management UI now sorts modules alphabetically by localized title.
  • Improved some error messages related to module manifests that point to invalid manifest.json files
  • To prevent situations where accidental copy, paste, or undo operations might occur when holding down the key combinations, the function now only fires once per keypress rather than continuing to fire as the key is held down.
  • Image popouts shown to players no longer include the entity name as the title attribute of the image container, to prevent accidental knowledge being passed to players.

Bug Fixes

Lighting and Vision

  • Token vision changes now trigger a re-computation of visibility for other tokens and door controls as expected.
  • Corrected a performance issue related to deleting many tokens which provide light sources.
  • Deleting Tokens which have a light source now correctly updates the lighting layer for that light source.
  • Erasing the value of Dim Light Radius or Bright Light Radius of a token no longer negatively impacts raycasting performance
  • Corrected an issue which caused some MacOS installs to display a white rectangle instead of the proper lighting coloration container if Soft Shadows was disabled.
  • Global Illumination for a token once again properly extends token vision to the entire canvas if unimpeded.
  • Deselecting a token as a player no longer incorrectly provides global illumination.
  • Light sources now correctly update if a wall which blocked them is deleted.
  • Corrected cases where re-initialization of a light source would cause animation values to incorrectly reset.
  • Corrected an issue where the blur filter on the canvas would result in the edges of the background being visible.
  • To address issues with recalculation of token vision, changes to the global illumination setting (for example during a darkness transition) now trigger an immediate recalculation of the token vision polygons.
  • If Animate Token Vision is disabled, dragging a token that has a colored light source emission no longer carries a vision mask with it

Active Effects and API

  • The Token HUD will now automatically re-render when an Active Effect causes a change to the Token that currently is currently bound to the active HUD.
  • ActiveEffect.duration no longer contains a reference to a 100 turn round which was used during development and should now have correct duration calculations.
  • Implemented an improvement for situations in which sheets would become stuck in a "Closing" _state, preventing them from being reopened until after a refresh. This change may not completely eradicate the issue, as some rare race conditions may still exist, but it will help to identify any remaining causes.
  • Exporting a folder to a compendium now calls the Entity#toCompendium() method to clear excess data that wouldn't previously have been included in exporting content to a compendium.
  • TextEditor.previewHTML should now correctly return a valid truncated HTML string once again.
  • Using the Actor#update method on a synthetic Token actor should now correctly recognise the diff parameter.

UX and UI Issues

  • Trying to create a folder in the File Browser will now correctly allow creation of a folder if the parent folder contained spaces, instead of throwing an error.
  • Fixed an invalid warning notification related to the exporting folders to compendiums.
  • Symbolic links which point to files now correctly appear as files rather than directories.
  • The "Return to Setup" button on the join screen now correctly uses the route prefix instead of failing when clicked if a route prefix has been set.
  • It is should no longer be possible to set invalid Drawing Defaults and prevent the use of drawing tools as a result.
  • The Grid Configuration UI no longer prevents Ruler measurement from functioning correctly.
  • Corrected an issue where non-integer grid offsets would prevent making changes to the scene configuration form.
  • Dragging a Macro by the number tooltip no longer displays an incorrect drag preview
  • Dragging a Macro to its own slot no longer incorrectly erases the macro
  • Animated WebM Tokens once again render a static thumbnail image when added to the combat tracker.
  • Marking a token as dead was correctly marking the token as defeated but failed to skip that combatant's turn as expected. This has been resolved.
  • The new Entity creation dialog no longer incorrectly shows folder names to the player if they do not have permission to see content within those folders.

Other Bug Fixes

  • Addressed some cases where Scene auto-activation was not correctly occurring if no scene was active, and improved the auto-deactivation of canvas control tools if the active scene is deleted.
  • Ambient Audio sources once again trigger start/stop and easing functions during token drag movements.
  • Dice formulas which end with an arithmetic operator (such as "4d6 + ") should now be correctly evaluated by the Dice system.
  • Corrected an issue related to overwriting _onSubmit which would cause loss of data on sheets in rare cases.
  • The package installer now automatically trims leading or trailing whitespace from provided manifest URL strings.
  • Migrating a world to a new software major version no longer inadvertently enables modules that are compatible but were not previously enabled.
  • Corrected an unexpected behaviour for Rollable Tables to allow for a use case where the formula of the table is a number rather than a formula.
  • Corrected issues related to the nextSession timestamp which would prevent worlds from correctly loading.
  • Previously the server would fail to launch if the license.json file was invalid. Startup will now recover from encountering an invalid license file - but will treat it as an invalid license which requires the license to be re-signed.
  • User Management should now correctly use the routePrefix if one has been defined.
  • Corrected for a case where Measured Templates would not be correctly rendered when switching scenes after a refresh.

Framework and API Changes

Breaking Changes

[BREAKING] Updated the bundled Greensock libraries to version 3.5.1. This changes the file names of the provided libraries, so module developers who were using Greensock must update their manifest files to point to the new library versions. The preferred import path for this is now scripts/greensock/dist/gsap.min.

New and Changed API Methods

  • There is now a new FEATURES global const which defines a centralized location to set temporary feature flags. These feature flags define whether a certain named feature is active or inactive and which iteration or version number they are on. Helpful for migration and adoption of new major versions. For example: https://gitlab.com/foundrynet/foundryvtt/-/issues/3959#note_441254976
  • Added a new builtin invertObject(original) helper method which swaps the keys and values of an object.
  • There is a new builtin getRoute(path) helper function to return the properly prefixed and formatted URL path for various Foundry VTT urls.
  • The getTemplate function now correctly rejects the Promise and provides an error message if the template path is incorrect.
  • Added the new EntityCollection#updateAll and PlaceablesLayer#updateAll helper methods.
  • Added a Date#isValid helper method to test whether a Date instance represents a valid datetime.
  • Created a new method Entity#getUsers which returns all users who have a certain permission level to the Entity.
  • The CanvasLayer#activate and CanvasLayer#deactivate methods will now return a reference to themselves for more convenient method chaining.
  • Added a new Actor#rollInitiative method which allows for initiative rolls to be triggered from the starting point of an Actor. Tokens for that Actor which are present in the current Scene can be automatically added to the combat tracker and initiative for combatants of that actor can be rolled.

Improved Software Behaviors

  • Calling the canvas.sight.refresh() will now allow for using a tint to apply the configured fog color through CONFIG.Canvas.unexploredColor and CONFIG.Canvas.exploredColor configuration values.
  • The ActiveEffect.isTemporary property no longer incorrectly returns false for durations < 1 round.
  • Pass a reference to the tested object in to the SightLayer#testVisibility method.
  • Expanded upon the CONFIG.TinyMCE options object to allow it to affect all options as part of the TextEditor.create() workflow.
  • Simplified the logic for Application#setPosition() to bound the new width and height within the client window frame.
  • Form data validation is now wrapped in a try/catch and will fall back to their non data-dtyped value if an invalid dtype is set.
  • Added the game system ID and the system version of the world to the /api/status endpoint.
  • World shutdown now uses a manual redirect.

Documentation Improvements

  • Updated the website API documentation to now feature the details of the 0.7.6 API.
  • Corrected a documentation issue in Static getResultLabel
submitted by corporat to FoundryVTT