primordic/IssueDupesLite huggingface dataset:
Repository: TelegramBots/Telegram.Bot

Issue #724: Error converting value "phone_number" to type 'Telegram.Bot.Types.Enums.MessageEntityType'
Created: 2018-06-06T07:56:09Z
I found a bug to report
Hello,
Thanks for this project! It's great.
A couple of days ago i moved to version 14 and everythink was OK, but from today i'm getting error when trying to get updates.
Steps to reproduce
var updates = await _client.GetUpdatesAsync(_client.MessageOffset)
Expected  behavior
getting updates
Actual behavior
018-06-06 10:34:30.1650|ERROR|MyBot|Newtonsoft.Json.JsonSerializationException: Error converting value "phone_number" to type 'Telegram.Bot.Types.Enums.MessageEntityType'. Path 'result[0].message.entities[0].type', line 2, position 483. ---> System.ArgumentException: Requested value 'phone_number' was not found.
at Newtonsoft.Json.Utilities.EnumUtils.ParseEnum(Type enumType, String value, Boolean disallowNumber)
at Newtonsoft.Json.Converters.StringEnumConverter.ReadJson(JsonReader reader, Type objectType, Object existingValue, JsonSerializer serializer)
--- End of inner exception stack trace ---
Screenshots
Environment data
NuGet Package Version: 14.3.0
.NET Version: 4.5
IDE:  VS2015
App: Desktop

Duplicate issue #727: Error converting value "phone_number" to type 'Telegram.Bot.Types.Enums.MessageEntityType'
Created: 2018-06-06T17:13:55Z
I found a bug to report
Error converting value "phone_number" to type 'Telegram.Bot.Types.Enums.MessageEntityType'. Path 'result[0].message.entities[0].type', line 2, position 307.

Closing comment (2018-06-06T18:29:26Z): duplicate #724
Repository: TelegramBots/Telegram.Bot

Issue #839: Support System.Text.Json (as well as Newtonsoft.Json)
Created: 2019-10-08T12:40:38Z
We can use new and high performance JSON serialization System.Text.Json package. Faster serialization/deserialization of request and response data structures is the main reason for this suggestion.
There are a few things to consider:
System.Text.Json requires .NET Standard 2.0 and that's .NET 4.6.1+.
Snake case naming policy support won't come until .NET 5 (see dotnet/corefx#41354). Alternatives are using camel cased naming policy by default, e.g. for username, and overriding specific fields, e.g. for first_name, with the [JsonPropertyName("first_name")].
Custom type converters such as for DateTime to Unix epoch time need to be implemented. This is very similar to the current implementation for Newtonsoft.Json.
References
The future of JSON in .NET Core 3.0

Duplicate issue #1069: Use .net core Default json option instead of newtonsoft
Created: 2022-02-17T06:45:18Z
when use .net core default json option like:
    services.AddControllers().AddJsonOptions(opts => { opts.JsonSerializerOptions.IgnoreNullValues = true; });
get null value in controller parametters in webhook mode
but when change this code to .AddNewtonsoftJson() everything is OK
can i set any option to default json feature to resolve this proplem?

Closing comment (2022-02-25T10:11:39Z): duplicate #839
Repository: TelegramBots/Telegram.Bot

Issue #868: The request was canceled: A secure channel for SSL / TLS could not be created
Created: 2020-02-06T15:21:34Z
If you've recently started getting an exception with the following message The request was canceled: A secure channel for SSL / TLS could not be created it is due to Telegram disabling everything older than TLS v1.2 (which is not used as the default in .NET Framework 4.5 and earlier). The best way to mitigate this problem is to update to .NET Framework 4.6-4.8 or even to .NET Core 3.1 (this is preferrable if you can do that).
If you can't upgrade your system or .NET Framework to a newer one there might be a solution (though it's not guaranteed to work). One of the members in our group came up with a guide how it could be mitigated:

So, this is the final instruction for those who faces the problem "The request was aborted: Could not create SSL / TLS secure channel"
Windows 7 / Server 2008 R2:


Update your system.


If you use .NET Framework 4.5, add this line somewhere before you initialize TelegramBotClient:


ServicePointManager.SecurityProtocol = SecurityProtocolType.Tls12;
or target .NET Framework 4.6 and higher to use TLS 1.2 as default.

If the error is still here, try to follow these instructions to enable TLS 1.1 and TLS 1.2 as default secure protocols in WinHTTP in Windows (https://support.microsoft.com/en-us/help/3140245/update-to-enable-tls-1-1-and-tls-1-2-as-default-secure-protocols-in-wi) (but this didn't work for me until I updated my system).

Windows 8.1/Server 2012 R2 and higher:

use step 2 of instructions above.



For additional information you can check this comment.

Duplicate issue #883: ArgumentException in GetAsync
Created: 2020-03-20T08:58:57Z
When the program runs GetMeAsync() this error is showed to me :
An unhandled exception of type 'System.AggregateException' occurred in mscorlib.dll
Additional information: One or more errors occurred.
I use Visual Studio2015 and .NET Freamwork 4.8

Closing comment (2020-04-21T13:19:33Z): did you manage to solve this? I got the same error today and it was related to #868.
Repository: TheHive-Project/TheHive

Issue #327: Feature Request - allow bulk uploading of file observables
Created: 2017-10-04T08:58:29Z
Allow bulk uploading of file observables
Request Type
Feature Request
Possible Solutions
Pretty self-explanatory, allow bulk uploading of file observables :)

Duplicate issue #435: Feature Request: Ability to bulk upload files as observables.
Created: 2018-01-17T16:57:49Z
Feature Request
Problem Description
When working in a case with multiple binaries which need to be added as observables, there is no mechanism to bulk upload those files.
Request
The ability to bulk upload like binaries as observables to a case.

Closing comment (2018-01-17T20:38:57Z): Hi @mrod42
This is a duplicate of #327.
Repository: TheHive-Project/TheHive

Issue #275: Add Support for Play 2.6.x and Elasticsearch 5.x
Created: 2017-07-27T21:51:47Z
Request Type
Feature Request
Work Environment



Question
Answer




OS version (server)
Debian


OS version (client)
macOS


TheHive version / git hash
2.12.0


Package Type
DEB


Browser type & version
N/A



Problem Description
The current version of the Play framework used by TheHive (Play 2.5) does not support Elasticsearch 5 which means that we are stuck with ES 2.x.
Steps to Reproduce
N/A
Possible Solutions
Upgrade Play to 2.6.1 or better and ensure TheHive uses ES 5.

Duplicate issue #82: Elasticsearch 5.x roadmap?
Created: 2017-01-11T10:42:19Z
Request Type
Feature Request
Request
Do you have any plan to support elasticsearch 5.x backend in the future? Thanks

Closing comment (2017-08-31T11:12:10Z): Closing this one, as duplicate of #275
Repository: TheHive-Project/TheHive

Issue #2061: [Bug] CaseNumber Conflict
Created: 2021-06-04T15:05:08Z
Request Type
Bug
Work Environment



Question
Answer




OS version (client)
Ubuntu


Virtualized  Env.
True


Dedicated RAM
8 GB


vCPU
8


TheHive version / git hash
4.1.5


Package Type
DEB


Database
Cassandra


Index type
Elasticsearch


Attachments storage
Local



Problem Description
When multiple users import different alerts at the same time we are seeing some issues.
One error causes the alert import to fail because it violates a uniqueness constraint as shown below.

If the import does not fail then the cases that are created can have the same case number.

Steps to Reproduce

Create two or more alerts in TheHive
Have two or more users import different alerts to a case at the same time

Duplicate issue #1970: [Bug] When creating cases from alerts via API, the same case number gets assigned to multiple distinct cases
Created: 2021-04-15T08:29:20Z
Request Type
Bug
Work Environment



Question
Answer




OS version (server)
Debian


OS version (client)
10.3


TheHive version / git hash
4.1.3


Package Type
Binary / in Docker


Browser type & version
If applicable



Problem Description
I observed the seriously concerning behavior, that the same case number is being assigned to multiple distinct cases.
In our system we have a script providing alerts/cases to Thehive via API.
This script runs periodically, and it can well happen that it needs to open 3,4,5 new alerts in Thehive in one "batch". Shortly one after another.
Immediately after alert creation, we also promote the newly created alerts to Cases.   (because these alerts are already 'confirmed' by the source system - so they are qualified to become Cases in Thehive right from the start)
Now, I have observed that for 4 distinct alerts, the createCase API returned 4 distinct case ID's but all 4 got the same case NUMBER assigned !
Like this:
| sourceRef = 42091 | Alert-ID-in-Thehive = ~334688400 | Case-ID-in-Thehive = ~125423848 | Case-Number-in-Thehive = 21795 |
| sourceRef = 42092 | Alert-ID-in-Thehive = ~127615176 | Case-ID-in-Thehive = ~248148136 | Case-Number-in-Thehive = 21795 |
| sourceRef = 42093 | Alert-ID-in-Thehive = ~334696592 | Case-ID-in-Thehive = ~84148320 | Case-Number-in-Thehive = 21795 |
| sourceRef = 42094 | Alert-ID-in-Thehive = ~127627464 | Case-ID-in-Thehive = ~334729360  | Case-Number-in-Thehive = 21795 |
This is really scary.
Additional information:
Later on I have manually merged two of the 4 cases  (sourceRef 42093 + 42094) into a brand new one, which had the effect, that the cases
got deleted (which is the new behavior by design as I understand). After the merge you are not able to find any case with the number 21795.
However you can still access the two not-merged cases by their ID, i.e.  ~125423848  +  ~248148136.

Closing comment (2021-06-07T09:59:04Z): @To-om this is a duplicate of #2061 . Just putting the info here to make sure to close both issues once solved.
Repository: TheHive-Project/TheHive

Issue #86: MISP import filter / filtering of events
Created: 2017-01-12T15:15:18Z
Request Type
Feature Request
I couldn't find a similar request, so I hope this is no duplicate
Problem Description
After connecting our MISP instance to theHive we quickly ran into the situation where we wanted to filter the events retrieved from MISP or at least filter them in theHive based on fields like severity.
Basically:

a) prevent theHive from reading certain events based on Org, Severity or something like that

or / in addition

b) filter the events after they have been pulled to theHive based on fields (see below).

While there is the option to filter, this seems only to work for some of the fields. As far as I was able to test it, it is not possible to filter based on values of the severity field or the source. Both would be great however.
Even better would be to have stored views on that data, something like Source=XYZ.
Additionally some date/time related filters would be great too.
Alternatively it might be an option to define and store global searches like the cold cases one for MISP events.
Benefit
Correct me if I'm wrong; I think it would make it so much easier to work with MISP events (especially for very busy MISP instances) and allow the team who uses theHive to narrow down their efforts on the important things.

Duplicate issue #87: MISP event filter require manual escapes
Created: 2017-01-12T15:20:10Z
Request Type
Bug
Problem Description
The filter for MISP events produces errors if certain characters are not manually escaped before filtering.
This is for example the case if one would like to filter for a tlp tag like tlp:green it will only work if one searches for tlp\:green otherwise shared errors will appear.
Steps to Reproduce

Navigate to the MISP events page
Filter for colon

Closing comment (2017-03-13T13:49:25Z): Closing as duplicate of #86 where we will add a new filtering form
Repository: TheHive-Project/TheHive

Issue #1648: [Bug] Alert to case merge is broken in v4.0.1
Created: 2020-11-13T19:35:47Z
Alert to case merge functionality is broken in v4.0.1
Request Type
Bug
Work Environment



Question
Answer




OS version (server)
Debian


OS version (client)
Windows, Linux


TheHive version / git hash
4.0.1


Package Type
DEB, Docker


Browser type & version
All browsers



Problem Description
When an alert is merged into any case, tags and observables are stored in the case but no reference to alert that has been merged can be found.
After merging an alert to case:

Alert Status: New
Case Alerts: No indicator (no alerts can be seen)
Case Description: "Merged with alert #XXXYYY New Alert"
Case observables: Observables coming from alert

Steps to Reproduce


Create an empty case



Create an alert with observables



Merge alert to case created in step 1



Checking the alert after merge



Checking the case after merge



Complementary information
After merge there should be 'alerts' tab on case. Additionally the alert should have 'imported' status on it.

Duplicate issue #1665: [Bug] Not importing alert into case
Created: 2020-11-18T10:56:19Z
Request Type
Bug
Work Environment



Question
Answer




OS version (server)
CentOS Linux release 8.2.2004 (Core)


OS version (client)
MacOS


TheHive version / git hash
4.0.1-1


Package Type
Binary


Browser type & version
Safari v.14.0.1



Problem Description
Alerts are not imported to case.
It creates new case with all parameters from selected alerts, but alerts are not attached in a case.
In previous version it worked properly.
When we created case from alert/alerts it attached these alerts into that case and marked these alerts as “Imported”. No meter it was importing via “New case from selection” button or from other possibilities using API.
Steps to Reproduce

Go to Alerts page
Select alert or alerts and create case from selection
Go to case
Case doesn't have attached alert/alerts into that case



Imported alerts are not marked as "Imported"


Complementary information
Only way to really import alert to case is by using API:
POST http://127.0.0.1:9000/api/alert/:AlertID/createCase
It creates case from alert and marked is as “Imported”.

All other ways to create case from alert or merge alert into case doesn't attach these alerts into case.

Closing comment (2020-11-18T13:20:01Z): This one is duplicate of #1648 which has been fixed in 4.0.2. Thanks
Repository: TheHive-Project/TheHive

Issue #1875: [Bug] After migration from 4.0.5 to 4.1.0 old tasklogs are not returned by "/api/v1/query?name=case-task-logs" query
Created: 2021-03-23T14:54:10Z
Request Type
Bug
Work Environment



Question
Answer




OS version (server)
Ubuntu, 18.04.5


OS version (client)
Win 10


TheHive version / git hash
4.1.0-1


Package Type
DEB



Problem Description
After upgrading from 4.0.5 to 4.1.0 (even from a fresh 4.0.5 instance) the tasklogs created in the older version do not show up in the GUI, as the underlying query: "/api/v1/query?name=case-task-logs" returns only the logs, created in the new version. The older tasklogs however can be retreived through the query used by thehive4py as well: "/api/case/task/log/_search".
Steps to Reproduce

Install fresh 4.0.5
Create a case with a task and create a tasklog
Upgrade to 4.1.0

Complementary information
The following is the output of the "/api/v1/query?name=case-task-logs" query:
[
{'_id': '~8440', '_type': 'Log', '_createdBy': 'xxxx@yyyy', '_createdAt': 1616506014677, 'message': 'tasklog2', 'date': 1616506014677, 'owner': 'xxxx@yyyy', 'extraData': {'actionCount': 0}}
]

while this is a simple call of the get_task_logs() function in thehive4py:
[
{'_id': '~8440', 'id': '~8440', 'createdBy': 'xxxx@yyyy', 'createdAt': 1616506014677, '_type': 'case_task_log', 'message': 'tasklog2', 'startDate': 1616506014677, 'status': 'Ok', 'owner': 'xxxx@yyyy'},
{'_id': '~28816', 'id': '~28816', 'createdBy': 'xxxx@yyyy', 'createdAt': 1616500458934, '_type': 'case_task_log', 'message': 'tasklog', 'startDate': 1616500458934, 'status': 'Ok', 'owner': 'xxxx@yyyy'}
]

Duplicate issue #1894: [Bug] All attachments in task logs disappeared following upgrade to 4.1.1
Created: 2021-03-25T16:59:48Z
Request Type
Bug
Work Environment



Question
Answer




OS version (server)
Ubuntu Server 20.04


TheHive version / git hash
4.1.1, upgraded from 4.0.5


Package Type
DEB



Problem Description
Following an upgrade from 4.0.5 to 4.1.1, all the attachments (images, .msg emails, etc.) that were included in task logs of old cases have disappeared.

Closing comment (2021-03-26T09:05:56Z): @Aim4r what about file observable attachment? and user avatars? Are you still seeing them? And what's the exact error logs you have?

I don't have any of these, and there are no errors in the logs. Since my attachments are all part of task logs, I believe this is a duplicate of #1875.
Repository: TheHive-Project/TheHive

Issue #162: Restructure user access and storage to Case > Incident > Task/observable
Created: 2017-03-30T08:45:54Z
Request Type
Feature Request
Problem Description
I work in an environment where all users should not have access to all incidents/cases. Is there a possibility that Hive can be restructured so that users have to be explicitly granted access to a case(project/customer etc.), within a Case there are Incidents(breach etc.), and within an Incident there are Tasks and Observables.
Possible Solutions
Structure:
-Case
--Incident
---Tasks
---Observables
---Reports
Users are explicitly granted access to Case level, then implicitly granted access to all Incidents underneath that Case. Admins have access to all Cases.
Tasks, Observables and Reports are limited access only to those that are explicitly granted access to the Case, unless an Observable has been added in another Case in which case a message should be displayed stating that "The same Observable was seen in Case1234, User1234 owns that Case". At that point, User1234 can share knowledge of (or grant access to) the previous Case.
Thanks,
Lee

Duplicate issue #202: Advanced user/groups roles.
Created: 2017-05-12T09:10:36Z
Request Type
Bug / Feature Request
Problem Description
Is there a way to get users permissions organized in groups comparable to MISP - organizations based?
Is there a user groups management concept?
Is there a case integrity concept? Limited access to the tickets that owned by one group from another and notification of the ticket author about changes to the ticket from another investigator.
Steps to Reproduce
Create users and try to isolate/transfer tickets from one group to another.
Modify tickets of another investigator and try to follow the changes in the text fields (task logs, ...)
Possible Solutions
Create users groups/organizations. The user management schema could be taken from MISP.
Complementary information
TheHive
2.10.2
Elastic4Play
1.1.4
Play
2.5.14
Elastic4s
2.3.0
ElasticSearch
2.3.0

Closing comment (2017-05-15T14:33:44Z): Hi @MariasStory, this issue is similar to #162 and, to some extent, #103. Since #162 is very close to your FR, I am going to close yours and I kindly ask you to add any complementary user role related feature to #162 instead.
Our current plan is to implement it by Q4 2017 / Q1 2018 with v 3.0.0.
Repository: TheHive-Project/TheHive

Issue #1264: [Feature Request] Implement case merging feature
Created: 2020-03-18T14:43:23Z
When trying to merge cases, got this error in the logs:
[warn] o.t.s.ErrorHandler - POST /api/case/40976496/_merge/81973472 returned 404
org.thp.scalligraph.NotFoundError: /api/case/40976496/_merge/81973472
	at org.thp.scalligraph.ScalligraphRouter$$anonfun$2.$anonfun$applyOrElse$4(ScalligraphRouter.scala:102)
	at org.thp.scalligraph.auth.SessionAuthSrv$$anon$1.$anonfun$invokeBlock$2(SessionAuthSrv.scala:84)
	at scala.Option.fold(Option.scala:251)
	at org.thp.scalligraph.auth.SessionAuthSrv$$anon$1.invokeBlock(SessionAuthSrv.scala:82)
	at org.thp.scalligraph.auth.SessionAuthSrv$$anon$1.invokeBlock(SessionAuthSrv.scala:79)
	at org.thp.scalligraph.ScalligraphRouter$$anonfun$2.$anonfun$applyOrElse$3(ScalligraphRouter.scala:102)
	at play.api.mvc.ActionBuilderImpl.invokeBlock(Action.scala:441)
	at play.api.mvc.ActionBuilderImpl.invokeBlock(Action.scala:439)
	at play.api.mvc.ActionBuilder$$anon$9.apply(Action.scala:379)
	at play.api.mvc.Action.$anonfun$apply$4(Action.scala:82)

Duplicate issue #1622: Merging cases functionality missing
Created: 2020-11-05T17:17:13Z
We do not have the ability to merge cases in The Hive. The facing arrows simply does not exist. Is there a way to fix this?

Closing comment (2020-11-08T12:31:34Z): Closing as duplicate of #1264
Repository: TokisanGames/Terrain3D

Issue #159: Crash while saving project with large data
Created: 2023-07-25T09:04:57Z
I get this error in the console

I'm using the Demo scene so all the settings are the same.
Repro:

import terrain_8k.exr and ter_texture_8K.png with "Import Position" at -8192 0 - 8192
import second batch at 0 0 -8192
save the project -> crash
Note that it doesn't crash when saving after importing only one 8k tile.

Data to reproduce the crash was already shared with the devs.

Duplicate issue #462: Terrain file size is way to big for github
Created: 2024-08-23T19:31:47Z
Terrain3D version
v0.9.0
System information
Godot 4.3 Arch Linux
Is the issue reproducable in the demo?
Not applicable
Issue description
The terrains file size can reach above 100mb making it too big for github
Logs
No response

Closing comment (2024-08-24T02:52:20Z): Github restrictions aren't a bug with Terrain3D. They allow larger files with paid accounts. We use a private git server for our game.
I have a 2kx2k terrain at 18mb. You must have about 25 regions. Binary files don't have "lines".
The size of individual files will be reduced by pr #374. Making this a duplicate of #159 or #356.
I'll close this unless you don't have 20+ regions.
Repository: TokisanGames/Terrain3D

Issue #280: Add non destructive curves
Created: 2023-12-18T16:03:36Z
Admin edit: After #129 is implemented, this ticket addresses non destructive curves for flat areas like roads / paths.

Description
I am trying to find a way to add roads (splines) to the terrain, even though I could use other packages, the integration would be limited and the terrain won't change automatically to fill the gap between road and terrain. Is this on the roadmap to add this in this asset directly?

Duplicate issue #427: Add terrain splines
Created: 2024-07-20T12:51:16Z
Description
Can you add terrain splines and terrain slopes, similar to the terrain tools in Unreal?

Closing comment (2024-07-20T13:16:45Z): Duplicate #280
Repository: TokisanGames/Terrain3D

Issue #101: Implement terrain generation
Created: 2023-07-03T10:29:36Z
Look at procedural terrain generation w/ erosion like in Zylann's HTerrain.

Probably wait until compute shaders are running. Then look at:
https://github.com/SebLague/Hydraulic-Erosion
https://github.com/dandrino/terrain-erosion-3-ways
https://discourse.panda3d.org/t/dynamic-terrain-erosion-on-the-gpu/14935
https://search.brave.com/search?q=terrain+erosion+glsl&source=android
https://github.com/jice-nospam/wgen
Auburn offers his whole library in GLSL which could be included as a compute shader based terrain generator, which would depend on #174.
https://github.com/Auburn/FastNoiseLite/tree/master/GLSL
Also the current worldnoise algorithm can be included and it should be stampable - add a region with the current worldnoise settings.
Tracked in #81

Duplicate issue #210: Implement Procedural Generator
Created: 2023-09-21T21:00:31Z
This plugin is wonderful but I haven't seen anything in relation to procedural generation other than from a heightmap image based on ones location. What I am needing is the ability to generate terrain based on position via a seed system, so that the same geography is present whenever the player visits the area again in the future. The user must also be able to terraform the terrain and it be saved for later loading when they revisit the area.
This would be similar to say MapMagic 2 which is a Unity asset.
If this is possible by using another plugin along with Terrain3D, I'd like to hear about that!
Otherwise it might be something to consider adding to Terrain3D as a powerful feature for open worlds.

Closing comment (2024-01-03T18:49:17Z): Actually, contrary to the last comment, procedural generation is already tracked in #101. So with the codegenerated demo showing how to generate a noise image to create a terrain at runtime, and #101 providing more image generation options, this ticket is a duplicate. There are no plans to create terrains that are not based on a heightmap image, purely algorithmic, or runtime user modification. Zylann's voxel tools is the best system for those.
Repository: TokisanGames/Terrain3D

Issue #290: Editor tablet pen support
Created: 2023-12-31T18:51:44Z
Description
I'm not sure how common it is to edit terrain with a graphics tablet, but it seems pretty natural to me. Godot automatically provides pen information through InputEventMouseMotion, which should make this feature pretty straightforward to add.
Pen pressure in particular should be very easy to support. Simply multiply the brush opacity by InputEventMouseMotion.pressure, or something along those lines.
There's also pen "tilting" which could change the angle of the brush, I suppose.

Duplicate issue #459: Wacom stylus support
Created: 2024-08-19T23:24:35Z
Description
Could we please get pen pressure support? Artsists don't use mice and setting 1% strength is barely workable, still too much strength for pen input.

Closing comment (2024-08-20T04:07:35Z): Duplicate #290
Use a nightly build, which has raise/lower reduced to 1/10th.
Repository: TokisanGames/Terrain3D

Issue #147: Adding new texture to new surface crashes Godot
Created: 2023-07-22T04:49:50Z
Obligatory info:
Godot 4.1.1 mono/C# version
Terrain3D v0.8.1-alpha_gd4.1.1
Windows x64
Nvidia 3060 12 GB VRAM
Created a new project, followed the instructions to incorporate the addon.  New 3D scene & terrain, saved with .res extension.  I tried to add a new surface, and was planning to add an image texture to paint with, but adding an image (and apparently others as well) texture crashes Godot:

Duplicate issue #155: Adding surfaces causes freeze on load only during runtime
Created: 2023-07-24T01:31:30Z
With the current latest release, on Manjaro Linux, Godot 4.1 Stable Mono, basically everything works correctly, but adding a surface texture to the terrain causes the game to freeze when running. Specifically it hitches somewhere in the scene loading process. In my case the scene is being loaded asynchronously and the remote scene tree shows that the terrain scene is not successfully loaded. None of this is an issue where there are no surface textures assigned. Example of textures used for testing attached.
Note, I know these textures are not legal to use for the purposes of a released game, I'm only using them as placeholders to test systems and make sure everything works before putting in the work to make my own materials
SurfaceTextures.zip
I did attempt to find some kind of console log from Terrain3D, but I couldn't get anything to show. Even running the program from the terminal didn't prove helpful.
I'm not quite sure what could be the problem, but hopefully this helps to make this plugin a bit better?

Closing comment (2023-07-24T05:31:11Z): Thanks for the report.

With the current latest release

Please use the main branch for bug testing. Many bugs have been fixed.

adding a surface texture to the terrain causes the game to freeze when running. Specifically it hitches somewhere in the scene loading process. In my case the scene is being loaded asynchronously and the remote scene tree shows that the terrain scene is not successfully loaded.

Please elaborate on exactly what you are doing. If it's code based, show code. And test with master. Make sure this isn't a duplicate of #147.

Example of textures used for testing attached.

Your textures are not the right format. See the wiki for instructions on setting up textures.

I did attempt to find some kind of console log from Terrain3D, but I couldn't get anything to show. Even running the program from the terminal didn't prove helpful.

Most likely a duplicate of #147.
Repository: TokisanGames/Terrain3D

Issue #101: Implement terrain generation
Created: 2023-07-03T10:29:36Z
Look at procedural terrain generation w/ erosion like in Zylann's HTerrain.

Probably wait until compute shaders are running. Then look at:
https://github.com/SebLague/Hydraulic-Erosion
https://github.com/dandrino/terrain-erosion-3-ways
https://discourse.panda3d.org/t/dynamic-terrain-erosion-on-the-gpu/14935
https://search.brave.com/search?q=terrain+erosion+glsl&source=android
https://github.com/jice-nospam/wgen
Auburn offers his whole library in GLSL which could be included as a compute shader based terrain generator, which would depend on #174.
https://github.com/Auburn/FastNoiseLite/tree/master/GLSL
Also the current worldnoise algorithm can be included and it should be stampable - add a region with the current worldnoise settings.
Tracked in #81

Duplicate issue #48: Implement more world noise types & parameters
Created: 2023-02-03T08:46:20Z
The current noise for the world outside our sculpted areas is a generic perlin type noise generated in the shader with only scale and height parameters. Offer more noise types and parameters.
Auburn offers his whole library in GLSL which could be #included
https://github.com/Auburn/FastNoiseLite/tree/master/GLSL

Closing comment (2023-11-30T22:30:40Z): Improved world noise added in 289a141. A possible terrain generator will be tracked in #101.
Repository: TokisanGames/Terrain3D

Issue #147: Adding new texture to new surface crashes Godot
Created: 2023-07-22T04:49:50Z
Obligatory info:
Godot 4.1.1 mono/C# version
Terrain3D v0.8.1-alpha_gd4.1.1
Windows x64
Nvidia 3060 12 GB VRAM
Created a new project, followed the instructions to incorporate the addon.  New 3D scene & terrain, saved with .res extension.  I tried to add a new surface, and was planning to add an image texture to paint with, but adding an image (and apparently others as well) texture crashes Godot:

Duplicate issue #156: Adding surface causes crash with no log
Created: 2023-07-24T03:23:13Z
I just installed the latest version of the pluggin and Im working on a very new project so there is not much to it, the issue is when I try to add a surface and select any of the options(ImageTexture is what I tried most) godot just crashes. I tried getting a log or something but I couldn't. Running the program as Admin - Console didn't seem to fix the issue either.

Closing comment (2023-07-24T04:30:08Z): Crash already fixed in master. Duplicate #147.
Read the wiki on setting up textures. Don't click new image texture, that does nothing.
Repository: TokisanGames/Terrain3D

Issue #529: Support D3D12
Created: 2024-10-25T12:24:58Z
Description
Fix issues with Direct3D12 which seems to have some artifacts.
Update: It's an engine bug. Upstream issue godotengine/godot#98527

Duplicate issue #624: Rendering Issue - Black/Blue Textures
Created: 2025-02-16T07:40:42Z
Terrain3D version
v0.9.3a
System information
Godot v4.3.stable - Windows 11/64 - Direct3D 12 (Forward+) - dedicated AMD RX 7800XT
Is the issue reproducable in the demo?
Yes
Issue description
Simply loading the demo gives the following issues:


Logs

DisplayServerWindows: Your video card drivers seem not to support Vulkan, switching to Direct3D 12.
pipeline_cache_create: PSO caching is not implemented yet in the Direct3D 12 driver.

Closing comment (2025-02-16T09:07:12Z): As you no doubt saw this is a duplicate of #529.
Repository: TrenchBroom/TrenchBroom

Issue #292: Entity connection visualization
Created: 2013-01-28T19:21:36Z
Most likely already planned, but it would be nice to see entity connections visualized ( target/targetname etc ).
Some possible options ( changeable by the user ? ) from the top of my head :

always show lines between them ( could cause "line spam" in the view if there are many connections )
only display connection lines for currently selected entities, to cut down on possible "line spam" in the viewport

Edit :
Maybe it could be paired with highlighting the connected entities, showing through brushes, in case they are occluded by something. The way pointfile-lines are handled atm ( darker when occluded ) might be nice for the connection lines and this entity-highlighting too, imo.
Edit 2 :
Possibly even a way to show in which "direction" the connections go, by having them be arrows or shaded with a certain color gradient - so one could tell which the targeted entity is and which the "source" of the link etc. - Too gimmicky ?

Duplicate issue #8: Render entity paths
Created: 2012-04-22T21:53:58Z

Closing comment (2013-03-11T12:37:55Z): Duplicate of #292
Repository: TrenchBroom/TrenchBroom

Issue #2210: Host an online version of the manual for reference
Created: 2018-08-06T15:00:14Z
As part of creating a Flatpak for Trenchbroom, I'm writing an AppStream metadata file and would like to link to an help resource. However, I haven't found an hosted version of the manual on the TrenchBroom website. It could also be useful for people wanting to read the documentation on a PC where they don't have TrenchBroom installed.

Duplicate issue #3645: Make manual available online
Created: 2020-12-19T07:21:50Z
I might be wrong, but it seems like the TB docs aren't actually online anywhere. One issue with this is that when using, say, the Flatpak install, Chrome doesn't seem to allow access to a path like file:///var/lib/flatpak/app/com.kristianduske.TrenchBroom/x86_64/stable/active/files/share/TrenchBroom/manual/index.html, which is what you get if you hit F1 in the app. (Firefox seems to have no problem with it, though.) It would be nice for accessibility if the docs were available on the website!

Closing comment (2020-12-20T21:23:29Z): Duplicate of #2210
But yeah hopefully we can get to hosting the online manual some time soon.
I don't know if there's anything we can do about the Flatpak issue. Not sure who maintains that (we only test the .deb/.rpm packagings)
Repository: TrenchBroom/TrenchBroom

Issue #3449: OBJ or modern 3D model support for entities
Created: 2020-08-27T14:46:52Z
Hello,
Since trenchbroom is starting to get used for other types of games.
It would be cool to add a parser for OBJ or DAE  or FBX types.
I'm personally using it for other game engines and I just need to preview the models in the map editor.
It's really hard to convert a normal model to quake formats.
Thank you :)

Duplicate issue #3669: obj_neverball
Created: 2021-01-10T01:33:59Z
Current obj transforms seem to be  specifically made with neverball in mind but doesn't end up lining up with quake/q3 based engines or q3map2.
If possible a q3/ q3map2 specific transform / obj implementation would be great.

Closing comment (2021-01-23T19:59:15Z): Closing as a duplicate of #3449
Repository: TrenchBroom/TrenchBroom

Issue #2364: A global option to set default texture scale
Created: 2018-10-17T03:06:06Z
System Information
TrenchBroom V2.1.0-RC1 on Windows 10
Expected Behavior
It should be possible to set a default value for texture scale in the global app settings. So, textures have their scale size based on this default value when user textures brush faces.

Duplicate issue #2379: Feature Request: Standard Texture Scale Selector
Created: 2018-10-27T15:20:52Z
System Information
e.g. TrenchBroom V2.0.0-RC4 on Windows 8.1
When I apply a texture to a face it standards to a 1:1 scale. This is good in most cases. Still from time to time I want to repeatedly use other scales. It would be nice if I could either set the standard scale somewhere or just have a button besides the reset, flip etc. buttons where I can set the current settings as standard.
Thank you very much!

Closing comment (2018-10-27T15:29:48Z): duplicate of #2364
Repository: TrenchBroom/TrenchBroom

Issue #332: X button on filter controls don't do anything
Created: 2013-02-18T18:44:35Z
Is this a known bug?
Clicking the X do not clear the text in the filter nor does it stop filtering.

Duplicate issue #390: Filter field in texture browser doesn't clear when you click the grey "X"
Created: 2013-03-02T01:07:46Z
It selects the text but doesn't delete it (on Windows, anyway).

Closing comment (2013-03-02T02:45:57Z): Duplicate: #332
Repository: TrenchBroom/TrenchBroom

Issue #143: Automatic texture alignment
Created: 2012-10-15T18:07:44Z
Find closest match with current values, if it already fits cycle through next matches

Duplicate issue #568: Feature Request: Additional texture alignment buttons
Created: 2013-05-02T20:11:54Z
Right now there's just a 'reset' button.  Could you add the following additional ones (ripped from WC):
Center
Align/left/right/top/bottom
Fit (scales and centers texture to fit the brush/face)

Closing comment (2016-03-27T22:40:04Z): Duplicate of #143
Repository: TrenchBroom/TrenchBroom

Issue #1256: Drop down menus on the map "view" button do not function
Created: 2016-03-13T15:18:02Z
Open a level in TB2 (I opened a Quake 1 level)
Click the "view" button at the corner of the 3D view to bring up the options panel
Try to change any of the options contained within a drop down selection (Face rendering & Entity link visualisation)
The drop down selection areas are unresponsive.

TB2 2.0.0 Beta, running on Win10 x64

Duplicate issue #1274: Clicking the View menu right the Info bar doesn't select anything
Created: 2016-03-15T20:12:55Z
Windows 10 OS x64 64-bit, Intel HD Graphics.
When I click any dropdown menu in the "View" button at the right of the Info Bar, nothing happens, though it is highlighted when it is mouse over.

Closing comment (2016-03-15T20:16:27Z): Duplicate of #1256
Repository: TrenchBroom/TrenchBroom

Issue #276: Create brush from selection / selection bounds
Created: 2013-01-21T17:49:43Z
It would essentially be a way to automatically construct a brush based on what is currently selected, if possible.
There's two types of this sort of function i think might be interesting :

Create brush from selection bounds

creates a new brush that has the same bounds as the current selection
useful for creating "synced" brushes quickly, or in conjunction with the "select touching" command


Create brush from selection ( likely much harder to implement :/ )

creates a "best fit" convex brush based on what is selected ( not the bounds ! )



Any of these would be quite useful for creating "synced" brushes and the "select touching" functionality imo.
Here's a bad photoshop mockup, the green outline would be the newly created brush.

Duplicate issue #861: Create Bridge Brush feature
Created: 2014-08-20T23:17:51Z
Select face from brush A.
Select face from brush B.
Create brush that bridges the gab between brush A's face and brush B's face (if convex, of course...)

Closing comment (2014-08-21T04:35:25Z): Duplicate of #276
Repository: TrenchBroom/TrenchBroom

Issue #1715: Undoing Move Objects creates empty properties for brush entities in a group
Created: 2017-02-21T18:05:02Z
How to reproduce:

Create brush entity
Group it
Move the group
Undo the movement

Video: https://drive.google.com/file/d/0BzLfSK8rQaPGTTFORVQ4ZWlPNDA/view
Version: 2.0 RC 3 (Windows)
(Thank you for this amazing tool, btw :) )

Duplicate issue #1758: Random Insert of Blank Key for Entities
Created: 2017-04-06T13:52:11Z
Strange one.
After randomly doing a compile, I noticed multiple warnings about empty keys. Upon checking I see that most items and flame entities suddenly have a blank key inserted. The attached picture is an example and I have not touched this entity since placing it many many compiles ago.
For reference, I compiled about 10 minutes before and not a single error was present.


I have also attached the current map file if that helps.
dismal.zip
Windows 7 64-Bit
TrenchBroom 2.0.0  Build v2.0.0-RC3 Release
Thank you, TB2 has been totally stable until now! :)

Closing comment (2017-04-06T20:02:36Z): Most likely a duplicate of #1715
Repository: TrenchBroom/TrenchBroom

Issue #143: Automatic texture alignment
Created: 2012-10-15T18:07:44Z
Find closest match with current values, if it already fits cycle through next matches

Duplicate issue #40: Add a "Fit Texture" button to the face inspector
Created: 2012-07-03T21:15:47Z
The button should try to fit the texture onto the face as good as possible.

Closing comment (2013-01-04T18:35:10Z): Duplicate of #143
Repository: TryQuiet/quiet

Issue #2352: App on ios crashes when the user tries to join the community. 
Created: 2024-03-11T15:11:01Z
IOS - 2.1.2 (362)
App on iOS crashes when the user tries to join the community.
Steps to recreate:

install version 362 on ios from TestFlight,
try joining the community with your preferred method of joining
try to register the username
What happens: As soon as the user tries to register the username, the app crashes and turns off.

Important info:

it doesn't happen when the user creates a new community and register a username,
it's not consistent, sometimes it's possible to register a username while joining the community,
it happens regardless of the source of the invite code - I tested mostly with the QR code and Lucas with the invite link past directly in the app, and we got similar results

Duplicate issue #2324: Joining from QR on iOS is failing
Created: 2024-03-01T12:37:10Z
Version: 2.1.2-alpha - 362
System: iOS (it's possible that the same happens on Android, but I have not gotten a 2.1.2-alpha version for this system yet).
Issue: When the iOS app user tries to join the community from the QR code, most of the time, the application crashes - it closes itself after submitting the username, and upon reopening, the user will see the "Join Community" screen again.
Steps to recreate:

try joining any community with a QR code from an iOS device

Notes:

it doesn't happen every time, but most of the time - it was confirmed on two iPhones,
it only happens with a QR code; joining with a link, both passed directly and used as a button from the website, are working fine,
whether the user is joining with the owner online or offline doesn't affect this issue - it happens in both cases,
this issue occurs for both, fresh Quiet users when they first try to join the community and for users who leave and try to join the community.

Closing comment (2024-03-19T12:20:36Z): @holmesworcester @leblowl
This looks the same as #2352, and I can close both. Lucas caught the criteria for another issue—the app gets stuck on "Connecting to community members via Tor" if the user first opens the app, then puts it in the background and tries registering, for example, from QR core. I've created an issue for that: #2373
I'm not 100% convinced if this and #2373 are the same issue. They may look different on the frontend now—in this case, the app turned off completely, and in #2373, it's forever stuck on one screen—but they are both starting to act up at the same moment—after the user tries to register a username.
Repository: TryQuiet/quiet

Issue #918: App becomes laggy if you stay in one channel on Android 13
Created: 2022-09-14T12:35:36Z
On a Pixel 6 the app becomes too laggy for regular use. Sometimes the app gets so laggy that text entry becomes impractical. There is a 10 or 20 second delay between typing and the text appearing.
Steps to reproduce:
0. Run Quiet on Android 13

Send a few messages in general channel, without switching to other channels.

Expected: I can still type with no lags
Actual: app is too laggy to type text and send a message.
UPDATE: I just realized that by navigating out of a channel and navigating back in I can solve the problem. This is consistent with what @siepra was seeing in the logs; it's a UI problem e.g. with lazy loading.
logs-adb-app-slow.txt

Duplicate issue #890: Lag while typing messages on Android 13
Created: 2022-09-07T11:28:09Z
Steps to reproduce:

Join our existing community using Android 13
Send a few messages and wait a while

Expected: characters appear immediately as you type.
Actual: characters appear after a huge delay as you type.
This is bad enough as to make the app unusable for me, on the latest hardware. Pixel 6.
Sending a message also seems to make this bug occur, so we should check this case too. Steps: 1. Send a message 2. Try sending another message. Expected: you can type as normal. Actual: framerate lags.

Closing comment (2022-11-07T07:44:06Z): duplicate of #918
Repository: TryQuiet/quiet

Issue #304: Message I sent yesterday shows up under "Today" 1 day later
Created: 2022-03-04T17:04:00Z
steps to reproduce:

send message
wait a day

expected: message no longer appears as "today". "today" title changes to date.
actual: it appears under "today"

Duplicate issue #328: Grouping messages doesn't always work as intended
Created: 2022-03-15T12:07:04Z
See the screenshot below - the last message should be placed under "Today" but instead it looks like a continuity of the previous day.

Closing comment (2022-03-15T14:15:14Z): Related to
#304
Repository: TryQuiet/quiet

Issue #1432: Information about invalid invitation link is hidden in some cases
Created: 2023-04-11T10:43:43Z
User clicks on link with invalid code before 'join modal' appears -> 'join modal' will hide modal with information about invalid link (this is because of how modals currently work - last one wins).
Solutions:

use different way of displaying warning (other than modal)
improve modals by adding ordering

Duplicate issue #1396: User should see error message for invalid invite link
Created: 2023-04-03T15:01:46Z
If an invite link is invalid a user should see an error message for it.
Invalid link
The invite link you received is not valid. Please check it and try again.

Closing comment (2023-04-20T18:56:53Z): @EmiM is this done? is this a duplicate of #1432 ?
Repository: TryQuiet/quiet

Issue #1403: linebreaks are a little wrong in multi-line messages vs. grouped messages
Created: 2023-04-04T19:49:17Z
Right now linebreaks are a little wrong in a way that impacts readability. The linebreaks within a message are bigger than the linebreaks between multiple grouped messages. They should be the same, and we should copy Slack for the linebreak height.
I think it should be something like:

Newline within message: 1 line, same as normal text wrapping line height.
Double linebreak within message: 1.5 lines
Linebreak for grouped messages: 1.5 lines

We should look at what Slack does.

Duplicate issue #188: User should be able to see that grouped messages are different messages (increase padding)
Created: 2022-01-28T15:31:44Z
Problem: right now, grouped messages are hard to distinguish from single messages.
Slack inserts larger line breaks or spacing between grouped messages than the linebreaks in individual messages.
We should too.

Closing comment (2023-04-07T17:11:32Z): Related to #1403
Repository: TryQuiet/quiet

Issue #947: Some images are still not visible on mobile
Created: 2022-09-27T12:29:59Z
On my device (pixel 6) in the "#fun" channel in our own community, some images have not yet loaded.
The images are visible in my desktop client, and they were sent both my me and others, so I know they are stored by my desktop client.
However they aren't displaying in the mobile app. Instead I see a spinner. Why?

Duplicate issue #1036: Image only displays after restart, even though download is complete
Created: 2022-11-16T14:38:29Z
In testing Quiet for a demo, I noticed that an image remained permanently in "spinner/placeholder" state even after the logs showed it had downloaded 100%.
The scenario was:

Start a community with two users
Send several messages and a GIF
Join with a third device

Expected: image appears once it is downloaded (once logs show file 100% downloaded)
Actual: file is 100% downloaded but image does not appear.
We should make sure the tests to catch this kind of bug are good!

Closing comment (2022-12-01T17:21:53Z): yes, it is duplicate of #947