sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Editor crash when opening a project with certain resource
Labels: bug,topic:core,topic:editor,crash

### Godot version

4.2 dc05278

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

I was casually doing something in a project when eventually the editor crashed and then I wasn't able to open the project at all. I removed every file except a single directory, which seems to be cause. It has a few textures and materials. The crash is silent.

Debugger stack:
```
abort() Line 77 (c:\Users\Tomek\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\startup\abort.cpp:77)
_purecall() Line 29 (d:\a\_work\1\s\src\vctools\crt\vcruntime\src\misc\purevirt.cpp:29)
CommandQueueMT::_flush() Line 374 (c:\godot_source\core\templates\command_queue_mt.h:374)
CommandQueueMT::flush_if_pending() Line 406 (c:\godot_source\core\templates\command_queue_mt.h:406)
RenderingServerDefault::free(RID p_rid) Line 980 (c:\godot_source\servers\rendering\rendering_server_default.h:980)
CompressedTexture2D::~CompressedTexture2D() Line 467 (c:\godot_source\scene\resources\compressed_texture.cpp:467)
CompressedTexture2D::`scalar deleting destructor'(unsigned int) (Nieznane źródło:0)
memdelete<RefCounted>(RefCounted * p_class) Line 112 (c:\godot_source\core\os\memory.h:112)
Variant::_clear_internal() Line 1357 (c:\godot_source\core\variant\variant.cpp:1357)
Variant::clear() Line 304 (c:\godot_source\core\variant\variant.h:304)
Variant::~Variant() Line 784 (c:\godot_source\core\variant\variant.h:784)
Variant::`scalar deleting destructor'(unsigned int) (Nieznane źródło:0)
CowData<Variant>::_unref(void * p_data) Line 214 (c:\godot_source\core\templates\cowdata.h:214)
CowData<Variant>::resize<0>(int p_size) Line 273 (c:\godot_source\core\templates\cowdata.h:273)
Vector<Variant>::resize(int p_size) Line 94 (c:\godot_source\core\templates\vector.h:94)
Vector<Variant>::clear() Line 87 (c:\godot_source\core\templates\vector.h:87)
Array::clear() Line 111 (c:\godot_source\core\variant\array.cpp:111)
RendererRD::MaterialStorage::material_free(RID p_rid) Line 2237 (c:\godot_source\servers\rendering\renderer_rd\storage_rd\material_storage.cpp:2237)
RendererRD::MaterialStorage::free(RID p_rid) Line 1260 (c:\godot_source\servers\rendering\renderer_rd\storage_rd\material_storage.cpp:1260)
RendererRD::Utilities::free(RID p_rid) Line 94 (c:\godot_source\servers\rendering\renderer_rd\storage_rd\utilities.cpp:94)
```

### Steps to reproduce

1. Open MRP
2. 💀

### Minimal reproduction project

Unfortunately the textures are quite big and I was not able to remove them without fixing the crash.
https://ufile.io/gq6ns9o3
Repository: storybook
Issue: [Bug]: styled_default is not a function - MaterialUI Grid2 
Labels: bug,help wanted,compatibility with other tools,mui,addon: themes

### Describe the bug

When trying to use Material UI I am graced with the following error: 
styled_default is not a function. 

derived from this code segment in MUI

  createStyledComponent: styled_default("div", {
    name: "MuiGrid2",
    slot: "Root",
    overridesResolver: (props, styles) => styles.root
  }),


### To Reproduce

1. Create a standard storybook project.
2. Follow the MUI [installation setup. ](https://mui.com/material-ui/getting-started/installation/)

`yarn add @mui/material @emotion/react @emotion/styled`
`yarn add @mui/material @mui/styled-engine-sc styled-components`

3. Create a Story for your Grid
```js
import React from "react"
import Grid from "@mui/material/Unstable_Grid2/Grid2"
import { Grid2Props } from "@mui/material/Unstable_Grid2/Grid2Props"

export const MyGrid = ({ children, ...rest }: AUIGridProps) => {
  return (
    <Grid>
      {children}
    </Grid>
  )
}

interface AUIGridProps extends Grid2Props {
  children: React.ReactNode;
}
```




### System

```shell
System:
    OS: macOS 13.4.1
    CPU: (12) arm64 Apple M2 Max
  Binaries:
    Node: 20.5.0 - ~/.nvm/versions/node/v20.5.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v20.5.0/bin/yarn
    npm: 9.8.1 - ~/.nvm/versions/node/v20.5.0/bin/npm
  Browsers:
    Chrome: 115.0.5790.114
    Safari: 16.5.2
  npmPackages:
    @storybook/addon-a11y: 7.2.0 => 7.2.0 
    @storybook/addon-docs: ^7.2.0 => 7.2.0 
    @storybook/addon-essentials: 7.2.0 => 7.2.0 
    @storybook/addon-interactions: 7.2.0 => 7.2.0 
    @storybook/addon-links: 7.2.0 => 7.2.0 
    @storybook/addon-mdx-gfm: 7.2.0 => 7.2.0 
    @storybook/addon-storyshots: 7.2.0 => 7.2.0 
    @storybook/addon-styling: ^1.3.5 => 1.3.5 
    @storybook/addons: 7.2.0 => 7.2.0 
    @storybook/blocks: 7.2.0 => 7.2.0 
    @storybook/react: 7.2.0 => 7.2.0 
    @storybook/react-vite: 7.2.0 => 7.2.0 
    @storybook/storybook-deployer: ^2.8.16 => 2.8.16 
    @storybook/testing-library: 0.2.0 => 0.2.0
```


### Additional context

![Screenshot 2023-08-02 at 12 37 48 PM](https://github.com/storybookjs/storybook/assets/9423143/e54fa95d-58ee-4ea0-9be5-8d9862a4b13f)
Repository: PowerToys
Issue: Mouse Utilities - Cross Hair Rotation
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

Was wanting to be able to rotate the cross hairs. 

### Scenario when this would be used?

I am an structural engineer and the perpendicular (up and down) crosshairs get in the way of drafting horizontal and vertical lines. For instance, when I hover over a line and it gets highlighted in blue I can see it less clearly than if the cross hair was rotated at a 30 deg or 45 deg angle. 

### Supporting information

_No response_
Repository: PowerToys
Issue: Space around zones per side
Labels: Idea-Enhancement,FancyZones-Layouts,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Ability to adjust a fancyzone's "space between" zones per side - eg 40px from the top of the monitor, 20px between zones horizontally (ideally individually by side)

### Scenario when this would be used?

I have software running at the top of my screen taking about 20% of my screen real estate that I'd like to be monitoring as much as possible. Currently with fancyzones one can adjust the space around the zone, but it applies equally to all sides; so to see my top bar I need to have a ~45px space between zones, but that leaves all the space on all other sides of both zones completely unused.

### Supporting information

![Untitled](https://github.com/microsoft/PowerToys/assets/10820452/318aec70-c7a3-4c67-91bd-45f50e074539)

(sorry this wasnt intended to be obnoxious or anything)
Repository: material-ui
Issue: [Typography][joy-ui] Improve levels after beta to avoid confusion
Labels: component: Typography,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

With the Joy UI beta release, we changed the default theme's typographic level system:

```diff
- display1 | display2 | h1 | h2 | h3 | h4 | h5 | h6 | body1 | body2 | body3 | body4 | body5
+ 'h1' | 'h2' | 'h3' | 'h4' | 'title-lg' | 'title-md' | 'title-sm' | 'body-lg' | 'body-md' | 'body-sm' | 'body-xs'
```

Although the consistency of the Typography scales has improved, the naming of the levels can get confusing due to `h-*` levels using a scale from `1` to `4`, `title-*` using a scale from `lg` to `sm` and `body-*` using a scale from `lg` to `xs`

### Examples 🌈
_No response_

### Motivation 🔦
https://github.com/mui/material-ui/issues/37951#issuecomment-1662489733

### Proposed solution 🎯 

The idea is to simplify the scales to reduce the confusion of when to use one or another. So instead of having a `h-`, a `title-`, and a `body-`, we could reduce it to `heading-` and `text-`—and this would keep the parity of sizes on `lg`/`md`/`sm` from heading and texts levels, [helping it to be used on components without further adjustments on extra margins](https://mui.com/joy-ui/react-typography/#title-and-body). 

| Current | Proposal |
|--------|--------|
| h1 | heading-xl3 |
| h2 | heading-xl2 | 
| h3 | heading-xl1 | 
| h4 | heading-xl | 
| title-lg | heading-lg | 
| title-md | heading-md | 
| title-sm | heading-sm | 
| body-lg | text-lg | 
| body-md | text-md | 
| body-sm | text-sm | 
| body-xs | text-xs |
Repository: PowerToys
Issue: Quick accents E uppercase key is not working with Quick Accent 
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Quick Accent

### Microsoft PowerToys version

0.72.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

The uppercase E key is not working anymore with Quick Accent, the accentuated characters bar doesn't appear with the uppercase E key.
Other keys are working, even lowercase

I used Quick Accent on an old laptop, it was working
I changed with a brand new laptop ansd a brand new Windows installation and I can't get the uppercase E accent anymore?

Did I made something wrong ?

Frédéric

### ✔️ Expected Behavior

Pressing Shift-Space-e gives the E accentuated bar

### ❌ Actual Behavior

Pressing Shift-Space-e gives only the E in the document, no bar appears

### Other Software

_No response_
Repository: rust
Issue: overloaded unary "-" operator in match arms bug
Labels: A-type-system,T-compiler,A-inference,C-bug,T-types

this doesn't work
```rust
match v {
    true => -b?,
    false => None,
}
```

but this does
```rust
match v {
    true => {
        let neg = -b?;
        neg
    }
    false => None,
}
```

when running `cargo clippy`:
```

18 |             let neg = -b?;
   |             -------------- unnecessary `let` binding
19 |             neg
   |             ^^^
   |
   = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#let_and_return
   = note: `#[warn(clippy::let_and_return)]` on by default
help: return the expression directly
   |
18 ~             
19 ~             -b?

```

running `clippy --fix` fails.


[sandbox link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&code=%23%5Bderive%28Debug%2C+Clone%2C+Copy%29%5D%0Astruct+Bar+%7B%7D%0A%0Aimpl+std%3A%3Aops%3A%3ANeg+for+Bar+%7B%0A++++type+Output+%3D+Option%3CBar%3E%3B%0A%0A++++fn+neg%28self%29+-%3E+Self%3A%3AOutput+%7B%0A++++++++Some%28self%29%0A++++%7D%0A%7D%0A%0Afn+foo%28v%3A+bool%29+-%3E+Option%3CBar%3E+%7B%0A++++let+b+%3D+Some%28Bar+%7B%7D%29%3B%0A%0A++++match+v+%7B%0A++++++++true+%3D%3E+-b%3F%2C%0A++++++++%2F*%0A++++++++true+%3D%3E+%7B%0A++++++++++++let+neg+%3D+-b%3F%3B%0A++++++++++++neg%0A++++++++%7D%0A++++++++*%2F%0A++++++++false+%3D%3E+None%2C%0A++++%7D%0A%7D%0A%0Afn+main%28%29+%7B%0A++++foo%28false%29%3B%0A%7D%0A%0A%0A%0A)




`rustc --version --verbose`:
```
rustc 1.71.0 (8ede3aae2 2023-07-12)
binary: rustc
commit-hash: 8ede3aae28fe6e4d52b38157d7bfe0d3bceef225
commit-date: 2023-07-12
host: x86_64-unknown-linux-gnu
release: 1.71.0
LLVM version: 16.0.5

```
Repository: rust
Issue: unions with only Abi::Scalar fields should get Abi::Scalar themselves
Labels: C-enhancement,T-compiler,A-ABI

Consider these types:
```rust
union U1 { f: usize }
union U2 { f: *const i32 }
union U3 { f: usize, g: *const i32 }
```

The first two are getting scalar ABI, but the last one is an aggregate. (As shown by [this debug output](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=1e7ee2f39d4df18ecbe56bc7b39d1113).)

It seems reasonable to also give the last union Scalar ABI, no? Of course it should be `Scalar::Union`, but still.

@scottmcm ran into this in https://github.com/rust-lang/rust/pull/113344.
Cc @eddyb @oli-obk (as usual for layout issues ;)
Repository: PowerToys
Issue: Peek: Option to use it as a default viewer that opens on doubleclicking files of certain type
Labels: Idea-Enhancement,Needs-Team-Response,Product-Peek

### Description of the new feature / enhancement

Absolutely love Peek and how near instant it is. I can see myself using it as a default file viewer for pictures, just opening them normally by double clicking and not even bothering with the KB shortcuts.

### Scenario when this would be used?

I can absolutely picture myself using it as a default picture viewer, operated with mouse only. 

### Supporting information

_No response_
Repository: rust
Issue: Improve Command debug printing on Windows
Labels: O-windows,T-libs

Debug-printing a `Command` on Unix systems nicely prints not only the command itself but also the working directory and environment variables, if those were adjusted for this `Command`.

On Windows, none of this happens:

https://github.com/rust-lang/rust/blob/866710c552e5a9b9ce6d0f8143ebe8d69f7dd451/library/std/src/sys/windows/process.rs#L357-L369

We can probably do better here. The hardest part, I assume, is coming up with a suitable syntax -- `VAR=val program` unfortunately does not seem to be valid on Windows. Cargo [uses](https://github.com/rust-lang/cargo/blob/16d0495d297e1dc9b6a7d7827c0ea561d2485a02/crates/cargo-util/src/process_builder.rs#L55) `set VAR=val&& program` -- no idea of that would be a reasonable choice? What about removed environment variables, how could that look? Also, how should the working directory be printed? I know basically nothing about the Windows console so I hope others can chime in here. ;)
Repository: rust
Issue: Excessive overflow checks that can be proven unnecessary
Labels: A-LLVM,I-slow,T-compiler,C-bug

I tried this code:

```rust
#[inline(never)]
fn overflow_check(triple_lim: usize) -> bool {
    let lim: usize = triple_lim / 3;
    lim * 3 >= lim
}

fn main() {
    let n = std::hint::black_box(30);
    println!("{}", overflow_check(n));
}

```

The check `lim * 3 >= lim` is trivially true, since `lim` is obtained by dividing `usize` by 3 so there can be no overflow. I expected to see it optimized out in ASM, like here (obtained via std::hint::black_box-ing true):

```asm
playground::overflow_check:
	movb	$1, -1(%rsp)
	leaq	-1(%rsp), %rax
	#APP
	#NO_APP
	movzbl	-1(%rsp), %eax
	retq
```

Instead, this happened:

```asm
playground::overflow_check:
	movq	%rdi, %rax
	movabsq	$-6148914691236517205, %rcx
	mulq	%rcx
	shrq	%rdx
	leaq	(%rdx,%rdx,2), %rax
	cmpq	%rdx, %rax
	setae	%al
	retq
```

### Meta

https://play.rust-lang.org/?version=stable&mode=release&edition=2021&gist=17cc61a317c18d7ea86d7d98b6a43510

`triple_lim >= triple_lim / 3` in a similar test is actually optimized away.

### Source

Optimized down from https://rust.godbolt.org/z/jsh6zhPYa (utility function for converting BGR to RGBA arrays).
Repository: go
Issue:  net/http: EOF during TLS handshake
Labels: NeedsInvestigation

The reported EOF error, happens when tls.ClientAuth is set to tls.VerifyClientCertIfGiven - if no certificate is provided or request comes from any browser it throws this error, and it should not given that only if Cert if given, unless there is a way to setup the browser to send a specific client cert?


**File** - /src/net/http/server.go 

**Current version -**

```
if err := tlsConn.HandshakeContext(ctx); err != nil {
			// If the handshake failed due to the client not speaking
			// TLS, assume they're speaking plaintext HTTP and write a
			// 400 response on the TLS conn's underlying net.Conn.
			if re, ok := err.(tls.RecordHeaderError); ok && re.Conn != nil && tlsRecordHeaderLooksLikeHTTP(re.RecordHeader) {
				io.WriteString(re.Conn, "HTTP/1.0 400 Bad Request\r\n\r\nClient sent an HTTP request to an HTTPS server.\n")
				re.Conn.Close()
				return
			}
			c.server.logf("http: TLS handshake error from %s: %v", c.rwc.RemoteAddr(), err)
			return
		}
```

**Propose Fix -** tested on my environment - add this to the if line - && err.Error() != "EOF"

```
if err := tlsConn.HandshakeContext(ctx); err != nil && err.Error() != "EOF" {
			// If the handshake failed due to the client not speaking
			// TLS, assume they're speaking plaintext HTTP and write a
			// 400 response on the TLS conn's underlying net.Conn.
			if re, ok := err.(tls.RecordHeaderError); ok && re.Conn != nil && tlsRecordHeaderLooksLikeHTTP(re.RecordHeader) {
				io.WriteString(re.Conn, "HTTP/1.0 400 Bad Request\r\n\r\nClient sent an HTTP request to an HTTPS server.\n")
				re.Conn.Close()
				return
			}
			c.server.logf("http: TLS handshake error from %s: %v", c.rwc.RemoteAddr(), err)
			return
		}
```
Repository: rust
Issue: ZST's layout leaks
Labels: T-lang,C-bug,A-crate-compat,A-repr

I have the following code:

```rust
#[repr(transparent)]
struct Foo(Zst, [u8]);

struct Zst(());
```

I would expect this code to be rejected - since `Zst` doesn't have a repr, it isn't guaranteed to be a ZST. As a result, `repr(transparent)` should consider `Foo` to have two non-ZST fields, which is illegal. Instead, it compiles successfully.

One practical consequence is that, if I were to publish `Zst` in a crate, downstream crates could write code whose correctness depends on `Zst`'s layout even though I didn't intend to expose it anywhere.

Rust version: 1.71.0
Repository: godot
Issue: Joypads connected mid-game need a scene change to start working
Labels: bug,topic:porting,topic:input

### Godot version

4.1.1

### System information

Windows 11

### Issue description

When connecting a joypad (I'm using an xbox 1 controller) during runtime, the inputs from the controller sometimes do not call the InputMap actions until you change the scene. The controller inputs still do call the _input() function.

### Steps to reproduce

In any game with joypad input, connect your joypad mid-game. The joypad's inputs do not immediately call the actions set up until a new scene is loaded.  

I've noticed that if a controller is disconnected during the game, and then reconnected, everything works as expected. So to see results, make sure the controller isn't connected to the computer when starting up the game. There have also been a couple times when it did seem to work as expected regardless, so try it a few times if it seems to work on your first try.

I was using the 2d platformer demo for testing after I realized this happening in my own project.

### Minimal reproduction project

N/A (I was using the 2d platformer demo, though)
Repository: rust
Issue: Derive helper attributes not working on type parameters 
Labels: A-macros,T-compiler,C-bug,A-proc-macros

I've got the following custom derive impl:

```rust
#[proc_macro_derive(ZeroFrom, attributes(zerofrom))]
pub fn zf_derive(input: TokenStream) -> TokenStream {
    // ...
}
```


We already have code where `#[zerofrom(clone)]` works on fields just fine.

However, the following does not work:

```rust

#[derive(zerofrom::ZeroFrom)]
pub struct FormatWidthsV1<#[zerofrom(may_borrow)] SymbolsV1> {
    pub abbreviated: SymbolsV1,
    // ...
}
```

which throws up the following error:

```
error: cannot find attribute `zerofrom` in this scope
   --> components/datetime/src/provider/calendar/symbols.rs:147:29
    |
147 | pub struct FormatWidthsV1<#[zerofrom(may_borrow)] SymbolsV1> {
    |                             ^^^^^^^^
    |
```


It seems like the attributes only get checked on fields and the struct itself, but this is deep in resolver code that I don't understand.
Repository: stable-diffusion-webui
Issue: [Bug]: Images not loading in Windows after re-installing webui (?)
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I've reinstalled from Screatch SD Automatic1111 and now everyime I try and load an image of any type it tells me that the file does not exsist at that location using - Windows Photos

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/141094084/4f329732-6811-47b5-93b4-6548696e000c)


### Steps to reproduce the problem

1. try to load any image of any type (png, jpg,gif)
2. throws an error that if does not exsist at that area (even loading from that area

### What should have happened?

Image should have loaded Windows Photo but am met with a cannot find this file error

### Version or Commit where the problem happens

Windows 10, Fully updated to lated patches

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

AMD GPUs (RX 6000 above)

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
None
```


### List of extensions

N/A

### Console logs

```Shell
N/A
```


### Additional information

I have reinstalled the photo viewer and this still happens, there was no issues before I ran a reinstalled Automatic1111, it will load the images in any other image program, just not the Windows Photos

This is probably some silly command that I just need to run to get it to work but I have come to the source.
Repository: godot
Issue: User classes does not get autocompletion
Labels: topic:gdscript,topic:editor

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 10 - Godot 4.1.1 stable

### Issue description

I'm not entirely sure if this is a bug or 'work as intended' but if this is a latter, then your intentions are wrong.

If I create a custom class and then create a derivative of this class then in the derivative code I won't get an autocompletion for the methods and fields of this class.

### Steps to reproduce

1. Create a custom class, like this one  
![parent class](https://github.com/godotengine/godot/assets/42402741/953025d7-175c-4d06-9523-03f105659c78)
2. Create a derivative of this class and try to override a parent's method  
![overriding a public method](https://github.com/godotengine/godot/assets/42402741/67209d18-a39c-43b0-af40-d753c0426347)
![overriding a private method](https://github.com/godotengine/godot/assets/42402741/e8d89ee0-683a-4325-90e3-993f6d959c30)
or to access a parent class property
![accessing a property](https://github.com/godotengine/godot/assets/42402741/9d870ad7-0a73-49af-9f9e-da9ee39efd43)
3. Notice that you do not get autocompletion
4. Try accessing a `Node` (grand parent) class methods
![overriding a grand parent's method](https://github.com/godotengine/godot/assets/42402741/b4a90bd3-4641-4a2b-bf6c-93dfccfc769d)
those seems to be working just fine

### Minimal reproduction project

here's a project from the screenshots above
[repro_user_class.zip](https://github.com/godotengine/godot/files/12245435/repro_user_class.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: After updating today my generations went from 7 seconds to 9 minutes 
Labels: asking-for-help-with-local-system-issues,platform:amd

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

automatically updated today, now generations take 44 minutes for what used to take 8 seconds.. inpainting doesn't work gives errors. is there a way to downgrade back to the previous version? 

### Steps to reproduce the problem

1. Go to .... update to latest version 
2. Press ....
3. ...


### What should have happened?

nothing should have happened should be working fine

### Version or Commit where the problem happens

Reload UI version: 1.5.1  •  python: 3.10.6  •  torch: 2.0.0+cpu  •  xformers: N/A  •  gradio: 3.32.0  •  checkpoint: 4199bcdd14

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

AMD GPUs (RX 6000 above)

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
--autolaunch  
git pull
```


### List of extensions

no

### Console logs

```Shell
cant
```


### Additional information

ASRock AMD RX 7900 XT OC 20GB GPU
AMD 7900X CPU
4GB NVME