sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: DropdownButtonFormField should allow definition of ``underline`` 
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

## Use case

As a dev, I want to be able to customize my ``DropdownButtonFormFields`` to the fullest possibilities. Therefore, I should be able to inject a custom ``underline`` Widget

## Proposal

Add an ``underline`` argument to ``DropdownButtonFormField`` constructor:

```dart
DropdownButtonFormField({
    Key? key,
    required List<DropdownMenuItem<T>>? items,
    DropdownButtonBuilder? selectedItemBuilder,
    T? value,
    Widget? hint,
    Widget? disabledHint,
    required this.onChanged,
    VoidCallback? onTap,
    int elevation = 8,
    TextStyle? style,
    Widget? icon,
    Color? iconDisabledColor,
    Color? iconEnabledColor,
    double iconSize = 24.0,
    bool isDense = true,
    bool isExpanded = false,
    double? itemHeight,
    Color? focusColor,
    FocusNode? focusNode,
    bool autofocus = false,
    Color? dropdownColor,
    InputDecoration? decoration,
    FormFieldSetter<T>? onSaved,
    FormFieldValidator<T>? validator,
    AutovalidateMode? autovalidateMode,
    double? menuMaxHeight,
    bool? enableFeedback,
    AlignmentGeometry alignment = AlignmentDirectional.centerStart,
    BorderRadius? borderRadius,
    Widget? underline, // <------------------------------------------------
    // When adding new arguments, consider adding similar arguments to
    // DropdownButton.
  })
```

DropdownButtonHideUnderline does not seem to be working, could it be a bug?
Repository: godot
Issue: Mouse behaviour issues and navigation changes in Visual Shader editor (compared to Godot 3.4.5)
Labels: bug,topic:editor,usability,regression

### Godot version

3.5

### System information

Windows 10

### Issue description

Mouse behaviour issues and navigation changes in Visual Shader editor (compared to Godot 3.4.5):
- Click and hold, draging over a value no longer snaps to node making incremental changes not possible
- Default scroll wheel behaviour changed:
   - Before Scroll Wheel = Vertical Scroll / Now Zoom only
   - Before Shift + Scroll = Horizontal scroll /  Now Zoom only

https://user-images.githubusercontent.com/101436219/183268953-4fd1926d-3b89-40e8-9e09-c9e0a96bc1ba.mp4




### Steps to reproduce

Adding either Scalarconstant or Vectorconstant node in Visual shader doesn't capture mouse anymore making it harder to increase the values via click andd drag.
Mouse scroll behaviour changed, but I can't tell if it was intended or editable to previous behaviour.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Internal Script Error! Opcode: 38 when setting variable type to Marshalls and setting the value to Marshalls
Labels: bug,topic:gdscript

### Godot version

3.5.stable.official [991bb6ac7]

### System information

Arch Linux || 5.18.16-arch1-1

### Issue description

"Internal Script Error! Opcode: 38" when setting a variable type to ``Marshalls`` and then setting the value to ``Marshalls``

### Steps to reproduce

1. Create a new script
2. Type ``var variable : Marshalls = Marshalls``
3. Run

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/9275992/Archive.zip)
Repository: godot
Issue: Obj doesn't stay linked with mtl when moved to other folders
Labels: bug,topic:import,topic:3d

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 11

### Issue description

Obj imports do not accurately stay coupled with the associated .mtl files.  

First of all it appears that selecting both an obj file AND its associated mtl file, then dragging them to the file system is the only way to import an mtl file into godot. Seems like they should either auto-import the mtl file when you import its associated obj or you should be able to import them separately, but seeing as the workaround is trivial, it's extremely minor. 

More importantly, if you're relying on provided materials in this way and decide to restructure part of your project, moving any of the obj files to any other folder will leave the associated mtl file behind, forcing it to use the default, all-white shading. There's no way to move or even see the presence of the mtl file in the godot editor either, as the file system hides it entirely, meaning that the problem may seem completely inexplicable to new users (who are also the most likely to be using mtl materials provided with assets found on itch.io or opengameart.org).

### Steps to reproduce

1. Select both an obj file and its associated mtl file in your file browser.
2. Drag them into the godot file browser in the directory of your choice.
3. Drag the obj resource in the godot file system into a different folder.
4. Any existing instances of this model no longer have materials, as will any new objects created from this resource.

---

If you're using the minimal demo project below, just open the demo scene and drag the Apple_Green.obj file in the godot file system into the empty "Meshes" folder. 

### Minimal reproduction project

[Demo Project.zip](https://github.com/godotengine/godot/files/9276256/Demo.Project.zip)
Repository: PowerToys
Issue: Interval of Find My Mouse Shortcut
Labels: Idea-Enhancement,Help Wanted,Cost-Small,Product-Mouse Utilities

### Description of the new feature / enhancement

When I turn on `Find my Mouse` and set `Activation method` to `Press Left Control twice`,  I want to select max 
interval to activate it between first press and second press of Ctrl.

I'm not native american and my English may be not good but please read kindly 🙇🏻‍♂️

### Scenario when this would be used?

I often presss Ctrl to use other shortcuts such as Ctrl+C but stop doing and right after it, press it again.

In this situation, the `Find my Mouse` will activated but it's not goot behavior, and it can avoided by changing the max interval because in this situation the interval will be longer than when intendedly activating it.

### Supporting information

_No response_
Repository: godot
Issue: Key with empty texture losts its function in editor after reloading
Labels: bug,topic:editor,topic:animation

### Godot version

3.4.5-stable

### System information

Windows 10 x64

### Issue description

After closing and reopening a scene(or project), keys of empty texture lost their original values. Cliking on the timeline of those keys also has no effect (changing texture to empty).

![image](https://user-images.githubusercontent.com/19320748/183280815-e60c714e-cd32-469a-a107-5a1eb877db8e.png)
Before reloading

![image](https://user-images.githubusercontent.com/19320748/183280833-b4c51b7a-3c93-40a3-b55d-840b9b4766ff.png)
After reloading

### Steps to reproduce

Create a new texture track of a Sprite node. Insert some keys with empty texture. 
Close the scene and reopen it.
Click on a time when there is a texture.
Click on a time when the texture is empty.
Move cursor to those keys with an empty texture.

### Minimal reproduction project

[TextureKey.zip](https://github.com/godotengine/godot/files/9276403/TextureKey.zip)

Open the project and click Animation Player node. Move cursor to the first key in texture track.
Click the timeline of empty texture.

BTW, playing of animation doesn't have the problem.
Repository: godot
Issue: Script editor shows error abruptly
Labels: bug,topic:gdscript,topic:editor,needs testing

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

w10 64

### Issue description

It's simple, look at the gif.
Not even the autocomplete appears to help me write the method name.
When you put "if" immediately the editor already shows the error: "the symbol : is not found at the end of the line".
It doesn't even allow me to autocomplete the "existe_archivo" method name!.
Autocomplete does not allow me to autocomplete the "existe_archivo" method.

![Captura2 gif](https://user-images.githubusercontent.com/19652075/183281344-a31364e0-6f3d-4dfd-9f81-b17b61ede8da.gif)



### Steps to reproduce

See the gif

### Minimal reproduction project

...
Repository: godot
Issue: Auto exposure super bright and flickery
Labels: bug,topic:rendering,regression,topic:3d

### Godot version

3.5

### System information

Windows 10, GLES 3, GTX 1050Ti

### Issue description

Auto exposure super bright and flickery in Editor.

Video ***(epilepsy warning)***

In editor:
https://user-images.githubusercontent.com/47716519/183281400-1d5c479d-da11-410b-8529-d33cfedf4b3f.mp4

In game:
https://user-images.githubusercontent.com/47716519/183281724-42fc3912-bc4f-4617-8c8b-8fc9efe38d87.mp4

It fixes itself in game if I make it fullscreen.




### Steps to reproduce

I had auto exposure enabled for my Godot 3.4.4 project after I imported it to 3.5 this happened. Didn't change anything else. It was already looking like this when I opened my project with 3.5. Couldn't find a fix for it. Weirdly it only happens with this specific project. I tried enabling auto exposure on another project(imported from 3.4) and it was working just fine.

### Minimal reproduction project

[autoExposureBug.zip](https://github.com/godotengine/godot/files/9276523/autoExposureBug.zip)
Repository: rust
Issue: Documentation block comments always become doctests if indented too much
Labels: T-rustdoc,D-confusing

In a project of mine, I use the following convention for doc comments (indentation is `____`):

```text
____/** Short description

____Long description
____ */
```

When indented by 5 spaces or more (i.e. 4 more than appear after `/**`), the `Long description` part starts getting considered as an indented code block, to be tested as Rust code, despite the comment start `/**` being at the same indentation level. It happens regardless of whether the empty line contains spaces or not.

I ran into this when I started documenting the fields of `struct`-like variants in an `enum`.

Is it possible to fully support this style of doc-comments? I suppose that by the time `rustdoc` sees the documentation, the type of comment (line or block) and its indentation has been forgotten so it cannot be used by a de-indentation procedure. Would it be possible to special-case the first line and de-indent the others more?[^pydoc] If block comments cannot be distinguished from line comments, that has the side effect of not considering the following a doctest anymore:

```text
/// Short description
///
///     assert_eq!(2 + 2, 4);
```

[^pydoc]: I seem to remember that Python does this for its doc-strings.

### Meta

Possibly-related issues: #59867, #63193, #64162, #88590

I initially discovered the issue on stable version 1.62.1 and confirmed using the [playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=40dd8ee4365c4ec48d655bd1ea662da6) that it still happens on nightly (1.65.0-nightly, 2022-08-06 2befdefdda0f2bc5ff93).
Repository: godot
Issue: Request for more GPU memory than is available
Labels: platform:windows,topic:thirdparty,needs testing

### Godot version

3.5.0.stable.mono

### System information

Windows 11,GLES2,GeForce 310M

### Issue description

Godot started in good way for few times before stopping and show this message
"Request for more GPU memory than is available".
Now I can not use godot 3.5 mono stable again
[NVIDIA System Information 08-07-2022 13-08-40.txt](https://github.com/godotengine/godot/files/9276584/NVIDIA.System.Information.08-07-2022.13-08-40.txt)
![errormessage_1](https://user-images.githubusercontent.com/74528335/183286091-f2de5717-b642-4daa-a27b-5213d6c92a4f.jpg)
.

### Steps to reproduce

I don't know  how to produce it again

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Support woff2 font
Labels: c: new feature,engine,a: typography,c: proposal,P3,team-engine,triaged-engine

## Use case

Welcome I have an app that use a lot of fonts files, currently I am using .woff format. It works on:

- [x] macOS
- [x] iOS

It does not work on:

- [ ] Android
- [ ] Linux
- [ ] Web CanvasKit
- [ ] Web HTML (?)
- [ ] Windows

## Proposal

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      * images
      * videos
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->

I hope that you add support for .woff2  format in Android & IOS.

It will significantly decrease my app size.
Repository: tauri
Issue: [feat] Support the dynamic linking of the tauri crate for much faster incremental compile times
Labels: type: feature request

### Describe the problem

Incremental compilation times on my machine take about 11 seconds. Waiting this much even for the smallest changes in the rust code is quite inconvinient. 

### Describe the solution you'd like

Simply making the 'tauri' crate a 'dylib' almost halves this wating time (takes less then 6s).
This should be only enabled in development builds as in production it would require that the genrated 'libtauri.so' file is also shipped with the binary.

The problem is that cargo currently doesn't support a conditional 'crate_type' based on profiles (at least as far as I know it). So one must use a workaround for this. [bevy](https://github.com/bevyengine/bevy) provides a cargo feature called 'dynamic', which  forces the crate to be compiled with dymanic linking.

Here are the threads where they discussed the possibilities and the solution:
[https://github.com/bevyengine/bevy/issues/791](https://github.com/bevyengine/bevy/issues/791)
[https://github.com/bevyengine/bevy/pull/808](https://github.com/bevyengine/bevy/pull/808)

To test the impact this has on compile times simply add 
```
[lib]
crate_type = ["dylib"] 
```
to the 'core/tauri' crate's Cargo.toml file and run your app with 'cargo run' inside the 'src-tauri' folder.
The command `tauri dev` will fail as it doesn't find the 'libtauri.so' file for some reason. I couldn't figure out where it is looking for it.

### Alternatives considered

As mentioned in the bevy issue, it is also possible to set 'crate_type' to `["rlib", "dylib"]` and then set the env var `RUSTFLAGS=-Cprefer-dynamic` when running `cargo run`.

One of the problems mentioned with this in the bevy issue is, that it has to be set by the developer manually. I think this might not be a problem in tauri since we use `tauri dev` to run the project wich could set this env var for us automatically.
There is an other problem mentioned for this approach, which is beyond my knowledge: "this doesnt play nicely with rust-analyzer by default because RA invalidates the build cache. this is probably fix-able by configuring RA to also use -Cprefer-dynamic"

### Additional context

I am not an experienced Rust developer, and I am new to tauri as well. Sorry if some of the things I wrote above are incorrect.
Repository: PowerToys
Issue: Fancy Zones - Fancy Sizes ?
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Hey
I'd like to ask if it would be possible to extend the Fancy zones logic to also be more "Fancy Sizes"

Fancy sizes is about having a "shortcut" locations for Size & Position.

When we press Key we get preview of zones now, but Id rather have a list of sizes & locations something like >

Green = 1/2/3/4/5/6 (for 6 screens setup)
Orange = Predefined Size & Position

Now as I write I realize a bit of a design issue...
Each screen should have its own predefined template of zones.
Then I could drag on each screen window to drop on. 

Lets assume now that I have only 1 screen. 

I would drag it on the orange boxes at bottom, and they window would get placed/resized to where its predefined on screen.

In future, we should support multiple screens tho. So I could move a window from monitor A to monitor B

something like press Shift


Screen where current mouse is on goes dark and display these boxes >
---------------
ScreenA
Zone 1/2/3/4/5/6/7/8/9
---------------
ScreenB
Zone 1/2/3/4
---------------
ScreenC
Zone 1/2/3/4/5/6/7
---------------

Then I could drag it on a specific monitor zone. 

This way I can manage multiple screens from 1 monitor and have multiple zone/location overlays.

I can have a thin template for webDev + chrome on side.
I can have wide for c++
etc etc etc

Here is a picture of 1 SreenA configuration layout. 
Maybe each zone box could be different color so we can see which location he would be placed at or maybe on hover it would display?
![image](https://user-images.githubusercontent.com/13185728/183289468-36a07e75-bca9-45fc-a816-1274853ab93a.png)


Fancy zones are great, but a lot of the time I feel like the fixed zones I'm given are not enough.

It would be epic to be able to have more flexibility.

### Scenario when this would be used?

With lots more window sizes/multiscreen etc.
Fancy zones is too limited if we want to support more scenarios.

### Supporting information

Extension to Fancy Zones to allow more complex templates.
Repository: vscode
Issue: Use pointer cursor instead of hand cursor when hovering over button
Labels: feature-request,workbench-hover

<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

**- What it looks now**

normal cursor
![image](https://user-images.githubusercontent.com/6630660/183289986-d000169e-5eb5-4f99-a486-83838fc7a8f4.png)

Hand Cursor when hovering over the button
![image](https://user-images.githubusercontent.com/6630660/183289927-41e5c283-cd2e-42e4-aaaf-9dc7d546ec10.png)

Although we know that these buttons are essentially hyperlinks, we still want to erase this distinction.It should use a normal pointer cursor in the button like apps developed with other frameworks.

Including
Sidebar Item
![image](https://user-images.githubusercontent.com/6630660/183443601-cf934f64-938e-4300-9419-3f865b6b70e1.png)

Menu Item
![image](https://user-images.githubusercontent.com/6630660/183319880-1a17f024-ed1b-465e-bac6-3699bb8a1e25.png)

Tabs

Explorer

Statusbar Item

<!-- Describe the feature you'd like. -->

**- What it should be**

When hovering over the button, it should be a normal cursor, like in other apps.

For example, setting the left navigation item of the app
![image](https://user-images.githubusercontent.com/6630660/183290127-8d256e23-ecb5-4fd7-b28f-c12a75ffdccd.png)

Most of the itmes have Highlight , so the hand pointer is uesless
All the apps built by WinForms,WPF,UWP or WinUI3,Qt or other frames did not have this bug(may you think that it is a feature)
Repository: rust
Issue: Tracking issue for layout sanity checks
Labels: C-tracking-issue

This is not tracking a user-visible feature, but it's still a tracking issue of sorts...

In https://github.com/rust-lang/rust/pull/96872 I have started implemented some checks we run on all computed layouts (when debug assertions are enabled), because it turns out we *do* have invariants on those layouts and they *do* get violated. There is still a lot more that can be checked though.

Implementation history:
- https://github.com/rust-lang/rust/pull/96872
- https://github.com/rust-lang/rust/pull/98968
- https://github.com/rust-lang/rust/pull/99983

Cc @eddyb
Repository: rust
Issue: Unhelpful help text E0435 for error hidden in macro
Labels: A-diagnostics,T-compiler

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=dadc51025c06cf1f6d7dd68f793bb2c0

```rust
use tracing::{info_span, Span};

pub struct Blah {
    pub span: Span,
}

impl Blah {
    pub fn new(name: &str) -> Self {
        Blah {
            span: info_span!(name),
        }
    }
}
```

The current output is:

```
error[E0435]: attempt to use a non-constant value in a constant
  --> ice/tests/blah.rs:10:30
   |
10 |             span: info_span!(name),
   |                   -----------^^^^-
   |                   |          |
   |                   |          non-constant value
   |                   help: consider using `let` instead of `static`: `let CALLSITE`

For more information about this error, try `rustc --explain E0435`
```

The help text is in this case not very helpful, potentially leading a user to try solutions that won't work. In this specific case, it would maybe be better to omit the `help:` section. Or, if possible maybe something like `help: This error happens inside the info_span macro, which might indicate you are using the macro in a way it wasn't intended to be used`.


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Repository: godot
Issue: Instance uniform's value is discarded when an error show up in the shader editor
Labels: bug,topic:editor,topic:shaders

### Godot version

4.0.alpha13

### System information

Linux

### Issue description



https://user-images.githubusercontent.com/71937306/183296947-e2c55b78-48a5-4fb6-a21e-982fa3afaeef.mp4

As you can see, instance uniforms are reset when an error is detected in the shader.
Also (you can't see that in the video): the value during the error is actually *reset to 0*. It just happens my custom value in the video is 0.

For some reason a `[null]` field showed up in the inspector (I think it appeared when I renamed uniforms for this test) but went away on scene reload and I couldn't reproduce it.

### Steps to reproduce

```glsl
shader_type spatial;

instance uniform float r = 1.0;

void fragment() {
	ALBEDO.r = r;
}
```

### Minimal reproduction project

_No response_
Repository: rust
Issue: add help for cases where item is out-of-scope due to cfg directives
Labels: A-diagnostics,T-compiler

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
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Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
#[cfg(target_arch = "x86")] pub fn f () {}

fn main () {
    f();
}
```

The current output is:

```
error[[E0425]](https://doc.rust-lang.org/stable/error-index.html#E0425): cannot find function `f` in this scope
 --> src/main.rs:4:5
  |
4 |     f();
  |     ^ not found in this scope

For more information about this error, try `rustc --explain E0425`.
error: could not compile `playground` due to previous error
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
error[[E0425]](https://doc.rust-lang.org/stable/error-index.html#E0425): cannot find function `f` in this scope
 --> src/main.rs:4:5
  |
4 |     f();
  |     ^ not found in this scope

For more information about this error, try `rustc --explain E0425`.
error: could not compile `playground` due to previous error
help: the function `f` is defined but not enabled due to cfg directives defined here:
  |
1 | #[cfg(target_arch = "x86")] pub fn f () {}
  |
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

<!--
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adding them here.

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bug also exists in the beta or nightly versions. The output might also be
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This seems like a duplicate, but I wasn't able to find another issue for this.