sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Compressed godot.ico brakes Godot Icon tool
Labels: platform:windows,discussion,topic:export

### Godot version

4.0 rc 2

### System information

All operating systems

### Issue description

@bruvzg This commit brakes compability with **Godot Icon** tool.
https://github.com/godotengine/godot/commit/42c2c02acfac6af5d382310e36a473bf36d18944

As agreed before in this commit:
https://github.com/godotengine/godot/commit/d469cfb2abb4074fe38097e43e015ebd69929f28

having a little bigger uncompressed Windows icon is ok when it enables users to replace it without **rcedit** usage.
**Godot Icon** tool is especially helpful on Linux systems.

Also **Godot Icon** is mentioned in official docs (at least for 3.x) so it would be nice to leave the uncompressed icon.

### Steps to reproduce

No steps needed to reproduce.

### Minimal reproduction project

As archive is required I'm attaching empty one.
[empty.zip](https://github.com/godotengine/godot/files/10766564/empty.zip)
Repository: godot
Issue: overriding the title_color of an AcceptDialog with add_color_override() doesn't change the color
Labels: bug,topic:gui

### Godot version

3.5.1 stable

### System information

macOS 12.5.1

### Issue description

The `AcceptDialog` class enherits from the `WindowDialog` class, which has a `title_color` theme property. Using `add_color_override("title_color", new_color)` works on a WindowDialog but not on an AcceptDialog. The color of the title doesn't change. Using a Theme works but overriding the color does not.

Example `add_color_override("title_color", Color.red)` on an AcceptDialog doesn't change the title color
<img width="355" alt="Bildschirmfoto 2023-02-17 um 13 38 28" src="https://user-images.githubusercontent.com/4447085/219655606-b26dc999-7848-4d27-9f69-551c186050c7.png">

Same command on a WindowDialog. The title color is changed as expected.
<img width="555" alt="Bildschirmfoto 2023-02-17 um 13 42 04" src="https://user-images.githubusercontent.com/4447085/219656368-21f25290-0f01-4845-98ba-3e9d58a0ef0b.png">


### Steps to reproduce

1. create a new scene
2. add a AcceptDialog as the root node
3. add the following script

```swift
extends AcceptDialog

func _ready() -> void:
	add_color_override("title_color", Color.red)
	call_deferred("popup")
```

### Minimal reproduction project

N/A
Repository: godot
Issue: MenuBar can't be focused & doesn't fill vertically
Labels: bug,topic:gui

### Godot version

4.0 RC1

### System information

Windows 10, all renderers, Nvidia GTX1060

### Issue description

- Focus
Calling `grab_focus()` on a MenuBar doesn't have an effect. Same when traversing from a neighbor Control node - focus jumps over it.

- Vertical fill
Placing a MenuBar (with a PopupMenu as a child) inside an HBoxContainer along with taller control nodes doesn't make MenuBar visually fill when its `Container sizing` has a vertical fill setting.

### Steps to reproduce

- Focus
1. Create MenuBar with PopupMenu as a child
2.1 Call from a script for MenuBar to `grab_focus()`
2.2 Have a focused neighbor Control and traverse in the MenuBar direction
3. Menu bar isn't focused

- Vertical fill
1. Create HBoxContainer with MenuBar (default vertical fill setting and PopupMenu as a child) and other Control nodes that are taller.
2. MenuBar height doesn't change

### Minimal reproduction project
MenuBar with `default` settings
[MenuBar focus.zip](https://github.com/godotengine/godot/files/10766965/MenuBar.focus.zip)
Repository: angular
Issue: How to set up a 404 page when hosted on GitHub Pages is incorrect
Labels: help wanted,good first issue,P4,area: docs

### Describe the problem that you experienced

When going directly to a URL listed in the routes array, I received a 404 error on GitHub

### Enter the URL of the topic with the problem

_No response_

### Describe what you were looking for in the documentation

My angular app was going to GitHub’s 404 error if I went to a route listed in the routes array or refreshed the browser on any page besides the homepage. The docs did explain why this happens but the solution it provides is wrong.

### Describe the actions that led you to experience the problem

I copied index.html and renamed it 404.html and added an empty .nojekyll file but 404 errors now went to a blank page. I followed instructions here and it worked, caching the request route, sending you to the homepage, then going to the cached route from within the app: https://shermandigital.com/blog/fix-404-errors-from-angular-projects-hosted-on-github-pages/

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: vscode
Issue: Zen Mode
Labels: under-discussion

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Hello and thank you for maintaining VS Code!

I'm having a lot of trouble using VS Code. I'm a user who prefers reduced motion and while I enjoy the extensibility of VS Code, I find it very difficult to work in.

- As I'm typing there are instantly popups shuffling around text
- I can't move my mouse anywhere without popups flickering
- No matter what I do, I can't seem to get things to run "on save" vs "on type" and I find the constant "problems" as I type really, really distracting

For example, typing in a JS file:
- "c": recommends "caches" and "cancelAnimationFrame" which aren't words in my project. How often are these really used?
- "const": recommends "const" which is what I've already typed and "ConstantSourceNode" which is not something I've ever used. Then I also get a problem: "Variable declaration list cannot be empty."
- All the while the suggestion popup is blocking code that I'm trying to reference.

I understand that some people probably prefer this behavior as a default, but I find it all very distracting. I've tried updating settings and I don't think I have any extensions installed. I just want to be able to read my code as I work and, if getting suggestions at all, getting suggestions that make sense - not suggestions for things I've already typed or for niche features.

My ideal feature would be a "Zen mode" where I can focus on writing my code - maybe with a key combo for suggestions and linting/formatting on save?

Thank you for your consideration.
Repository: neovim
Issue: Ex commands: blockwise, charwise range
Labels: enhancement

### Problem

(Originally asked about solutions [here](https://stackoverflow.com/questions/75470770/neovim-substitute-over-block-regular-visual-range-and-not-line-visual-range/75484225#75484225))

In vim/neovim, ranges are only line-wise. I'd like to be able to perform commands on column- and line-wise ranges. There are more examples in the Stack overflow post, but I find it odd that [the vim help pages](https://vimhelp.org/visual.txt.html#%3Avisual_example) talk about line-based ranges as though column-based ranges were planned in the future:

```
							*:visual_example*
Currently the ":" command works on whole lines only.  When you select part of
a line, doing something like ":!date" will replace the whole line.  If you
want only part of the line to be replaced you will have to make a mapping for
it.  In a future release ":" may work on partial lines.
```

Is there any tracking issue for the comment "In a future release ":" may work on partial lines"? If not, I felt there should be one. It would be a big help.

There is a plugin that partially solves this: [vis](https://github.com/vim-scripts/vis), although it's not as ergonomic as it could be.

### Expected behavior

If a block of text were selected using `ctrl-v` (or even just a part of a line of text), then pressing `:` should auto-fill the partial-line range selector: ```:`<,`>``` instead of it's current behaviour, which auto-fills the line-based range selector: `:'<,'>`. I'm not sure if it's feasible (or possible) to migrate all line-based commands to the new selector.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Option to send generated image prompt instead of UI prompt to img2img
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

The "Send to img2img" button sends the prompt in the textbox to the img2img tab. I expect that what's sent to img2img is the prompt in the generated image. This is important for example if dynamic prompts is used and each image has a different prompt generated, I don't want to send the prompt template to img2img but the generated prompt instead, the randomization will interfere with the upscaling I want to do. Otherwise I have to keep remembering to go back to txt2img and copy the prompt every time

### Proposed workflow

1. Generate txt2img
2. Select image in the gallery with prompt to use
3. Press "Send to img2img"
4. Prompt in generated infotext for the selected image is sent to img2img


### Additional information

_No response_
Repository: node
Issue: How to wrap event emitters with async_hooks
Labels: doc

### Affected URL(s)

_No response_

### Description of the problem

Hello,

I have been following https://nodejs.org/api/async_context.html#integrating-asyncresource-with-eventemitter for wrapping EventEmitters in libraries so the async context is preserved. I recently got a bug report that apparently this does not play well with the Jest test library, as Jest is apparently listening to async resource ls being created and destroyed and will warn/error the users if an async resource is created in a test but not destroyed before the test is finished.

I was at first going to use the asyncResource property added by AsyncResource.bind to manually destroy it, but I see that property is deprecated in master branch now.

So I am trying to better understand if there is a buy or oversight somewhere. Like does the pattern at https://nodejs.org/api/async_context.html#integrating-asyncresource-with-eventemitter need to be updated, does the depreciation need to be rolled back, or is Jest doing something it shouldn't/needs to take that pattern in to account.

I hope the above makes sense.
Repository: PowerToys
Issue: Unity Bugs out when using Fancy Zones Transparency
Labels: Issue-Bug,FancyZones-Settings,Priority-2,Area-App Compat

### Microsoft PowerToys version

0.67.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Turn On Fancy Zones
2. Tick "Make Dragged Window Transparent"
3. Move Unity Main Window with Fancy Zones

### ✔️ Expected Behavior

The Unity Main Window Becomes Transparent and Moves to different zones as expected

### ❌ Actual Behavior

The Unity Main Window Becomes Black / Unresponsive

### Other Software

_No response_
Repository: go
Issue: x/perf/benchfmt: output an error in case the input file is not utf8 encoded
Labels: NeedsInvestigation

Related to: https://github.com/golang/go/issues/58576

Currently, if a benchmark file is encoded in utf16 ([which is the default in windows](https://stackoverflow.com/questions/40098771/changing-powershells-default-output-encoding-to-utf-8)), the benchstat tool will fail silently. This might be hard to debug to the end user.

I propose that instead of failing silently, the tool should return an error letting the user know their file is not properly encoded.

On windows, running this command: `go test -bench . -count 10 > old.txt` will return a utf16 encoded file by default. 

It is a simple change, after [this line](https://github.com/golang/perf/blob/801c7ef9e5c5eb8fb97c176023267056756fc52d/benchfmt/reader.go#L151), we just need to add something like:

```go
if !utf8.Valid(line) {
	r.err = fmt.Errorf("%s: invalid encode, only utf8 encoded files are supported", r.result.fileName)
	return false
}
```

And then if the user were to run the benchstat tool, they would get that error instead of it failing silently.
Repository: material-ui
Issue: [SSR] Incorrect styles for InputLabel if input not empty
Labels: bug 🐛,component: text field

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/vigorous-bessie-pcu4j4

based on https://github.com/mui/material-ui/tree/master/examples/material-next-ts
extended with example https://mui.com/material-ui/react-autocomplete/#controlled-states (with initial inputValue)

### Current behavior 😯

InputLabel styled for unfilled input in SSR response when input not empty.

### Expected behavior 🤔

InputLabel has correct styles in SSR response when input not empty.

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: neovim
Issue: `:undo!` doesn't treat number as documented
Labels: bug

### Describe the bug

Executing `:undo!` when not on latest change restores previous to target undo state.

### Steps to reproduce

1. `nvim --clean -u NONE`.
2. Create undo history by typing:
    2.1. `A`, `one`, `<Esc>`.
    2.2. `A`, ` two`, `<Esc>`.
    2.3. `A`, ` three`, `<Esc>`.
    2.4. `A`, ` four`, `<Esc>`.
    2.5. `A`, ` five`, `<Esc>`.
3. Press `u`. This will restore `one two three four` text in undo state 4.
4. Execute `:undo! 3`. It should restore `one two three` text in undo state 3, but restores `one two` text in undo state 2. Executing `:echo undotree()` confirms that states 3, 4, 5 are deleted.

### Expected behavior

`:undo!` always restores target undo state while deleting all states after it.

Notes:
- When step 3 is skipped and `:undo! 3` is executed on latest undo state, everything works as expected.

### Neovim version (nvim -v)

NVIM v0.9.0-dev-987+g371a74e4e

### Vim (not Nvim) behaves the same?

No (doesn't have this functionality)

### Operating system/version

EndeavourOS Linux x86_64 (6.1.11-arch1-1)

### Terminal name/version

st-0.9

### $TERM environment variable

st-256color

### Installation

appimage
Repository: three.js
Issue: Nodes "chaining" format can cause some problems
Labels: Nodes

### Description

Related issues: https://github.com/mrdoob/three.js/pull/25074 https://github.com/mrdoob/three.js/issues/25240#issuecomment-1418157810 https://github.com/mrdoob/three.js/pull/25498

The new nodes chaining format can cause some problems, which aren't very severe but still exist:
- Doesn't allow autocompletion (an IDE doesn't know there exists ShaderNodeObject.add() or ShadedNodeObject.sub() method)
- It can break type checking (types also don't know there exist such methods)
- It can break if a needed file is not imported before the one using. This is solvable in the internal Nodes system (just by exporting some files first) and isn't really a problem in "external" Nodes system -- i.e., for user. But it can break if a compiler/minifier decide to tree-shake a file.

The first two problems can be solved by 1) not adding very much node methods to node chaning and 2) adding such node methods to the TS types of ShaderNodeObject -- but this only resolves these problems for built-in nodes (such that their types can be added to TS) and not user-added nodes.
Possibly, then, user must create a new class that node-chaining user-defined-methods will be added to (user also manages TS types for it) -- so possibly we should add another argument to addNodeElement -- the class that a node must extend so that it can use passed method.

### Solution

This is just an issue for discussing these problems.

### Alternatives

N/A

### Additional context

/ping @sunag @epreston @three-types
Repository: rust
Issue: builtin `Copy` field checks hide supertrait unimplemented error
Labels: A-diagnostics,T-compiler

### Code

```Rust
struct Foo {
    a: String
}

impl Copy for Foo {}
```


### Current output

```Shell
error[E0204]: the trait `Copy` may not be implemented for this type
 --> src/lib.rs:5:15
  |
2 |     a: String
  |     --------- this field does not implement `Copy`
...
5 | impl Copy for Foo {}
  |               ^^^
```


### Desired output

```Shell
error[E0204]: the trait `Copy` may not be implemented for this type
 --> src/lib.rs:5:15
  |
2 |     a: String
  |     --------- this field does not implement `Copy`
...
5 | impl Copy for Foo {}
  |               ^^^

error[E0277]: the trait bound `Foo: Clone` is not satisfied
 --> src/lib.rs:5:6
  |
5 | impl Copy for Foo {}
  |      ^^^^ the trait `Clone` is not implemented for `Foo`
  |
note: required by a bound in `Copy`
 --> /rustc/d5a82bbd26e1ad8b7401f6a718a9c57c96905483/library/core/src/marker.rs:391:17
  |
  = note: required by this bound in `Copy`
help: consider annotating `Foo` with `#[derive(Clone)]`
  |
1 | #[derive(Clone)]
  |
```


### Rationale and extra context

The fact that a field doesn't implement `Copy` hides the fact that the supertrait `Clone` is not implemented for the self type. This is annoying as once I fix the "field not copy" I have to then go and rerun the compiler to get the `Foo: Clone` error message that the compiler has known the whole time.

### Other cases

_No response_

### Anything else?

The suggested output for the supertrait not holding is suboptimal but I just copy pasted the existing output of the compiler and have filed a separate issue for that.
Repository: godot
Issue: Options for dealing with unhandled C# exceptions present in Godot 3 are missing in Godot 4
Labels: discussion,confirmed,topic:dotnet

### Godot version

4.0.dev

### System information

N/A

### Issue description

In Godot 3, users could subscribe a method to either `GD.UnhandledException` or `AppDomain.CurrentDomain.UnhandledException` to, for example, log unhandled exceptions to the Output tab. In Godot 4, `GD.UnhandledException` doesn't exist and methods subscribed to the alternative don't seem to be called.

Also, in Godot 3, the Unhandled Exception Policy setting gave users the option to terminate the application when an unhandled exception occurred, which I think makes the most sense. This setting is no longer present in Godot 4, and the application continues to run like nothing happened (at least in my limited testing, it appears to). Without being able to subscribe to an unhandled exception event of some kind, there's no way to close the application manually.

Unless I'm thinking about this the wrong way, I don't feel allowing the application to continue to execute in an invalid state is ideal. Are there any plans to reintroduce these features, or is there a good reason why they've been removed permanently I'm not seeing?

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: godot
Issue: `NodePath` do not auto update when used as dictionary key
Labels: bug,topic:editor

### Godot version

4.0.rc2

### System information

Windows 10

### Issue description

From documentation of NodePath:
>  Note: In the editor, `NodePath` properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.

When NodePath is used as a key in a `@export Dictionary`, it's not updated when moving, renaming or deleting in the editor.

### Steps to reproduce

For comparison, demo includes both `@export Dictionary` and `@export Array[NodePath]`.

1. Create a `Node2D` as root node
2. Attach script:
```
extends Node2D
@export var dict := {};
@export var arr : Array[NodePath] = [];
```
3. Create 2 `Node` as children of `Node2D`, named `Node` and `Node2`
4. Fill exported dict with `Node` and `Node2` as key (value does not matter)
5. Fill exported arr with `Node` and `Node2`
6. Drag and Drop `Node` to `Node2` as its child.
7. In arr: `Node` -> `Node2/Node`, but in dict: `Node` is still `NodePath("Node")`

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Implement a `torch.cuda.visible_device_indexes` function. 
Labels: module: cuda,triaged

### 🚀 The feature, motivation and pitch

A `visible_device_indexes` function should be added to the `torch.cuda` module. This function's implementation would be nearly identical to how `torch.cuda.device_count` is implemented, but is not cached, and would not include the call to `len` at the end. The implementation of `torch.cuda.device_count` would then call `len()` on this new `visible_device_indexes` function and could be cached up to the other issue described in #95073.

I would love to implement this myself to contribute to Pytorch if the team would allow it! 

### Alternatives

Happy to iterate on design here.

### Additional context

I have a version of this function implemented currently, but thought it really would belong better in the official Pytorch package since it really is nearly identical to the `device_count` already existing withinside `torch.cuda`.

cc @ngimel
Repository: stable-diffusion-webui
Issue: [Bug]: Model / Extra Network Cards list order is not apparent and can't find settings to effect that listing order
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Model / Extra Networks Cards list order is not apparent and can't find settings to effect that listing order

Here it is clearly not alphabetical, which I wish it was as I have 150+ checkpoints (loras, HNs and TIs have same ordering issue).  
**Is there a solution for this?**

![image](https://user-images.githubusercontent.com/1563909/219752731-3d52ae14-53ed-4830-bb28-d3db8fab8ca7.png)


### Steps to reproduce the problem

Open model assest tabs

### What should have happened?

Some order should be used. Alphabetical is expected 

### Commit where the problem happens

all commits

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
`Launching Web UI with arguments: --administrator --autolaunch --api --xformers --medvram --precision full --no-half --cors-allow-origins=*`
```


### List of extensions

n/a

### Console logs

```Shell
n/a
```


### Additional information

n/a
Repository: PowerToys
Issue: Unable to use Power Rename
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

I've tried countless times to use Power Rename and have never once succeeded. I've followed numerous instructions (including the Power Rename documentation). Absolutely all instructions are completely unclear and too complicated.
Why can't anyone make a file rename app that's simple and actually works? Example: Rename all files in this folder. Use numbers to rename. Start at #1.