sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Fancy Zones: Window opened from link does not open in correct location or size
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.68.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

- Have a browser window previously open in a different set zone
  - make sure that window is closed
- Open and close a regular browser window in the usual zone, and ensure that it is completely in and filling its zone before closing the window
- No other browser windows open
- Click a link in an email

When this sequence happens, the link opens in a browser window in the smaller other zone as a flash then the window moves to the usual zone for the window, but in the smaller size of the other zone, in coordinates 0,0 of the zone it should be in.

This is with Firefox in Windows 11.

### ✔️ Expected Behavior

Expected behavior is the window opened in this way opens correctly in the last zone and size actually used for the browser.

### ❌ Actual Behavior

The browser window flashes in the wrong zone the jumps to the correct zone but in the wrong geometry.

If a browser window is already open, the link opens correctly.

### Other Software

_No response_
Repository: godot
Issue: Polygon2D is extremely CPU intensive (No batching?)
Labels: discussion,topic:rendering,topic:2d,performance

### Godot version

4.0.stable.official.92bee43ad

### System information

Mac OS

### Issue description

I use a lot of `Polygon2D` in this project:

https://github.com/tavurth/godot-watabou-city

Around 5k simple rectangular polygons the CPU usage hits 100% on my 2019 Macbook pro.

### Steps to reproduce

1. clone: https://github.com/tavurth/godot-watabou-city
2. run in compatibility (vulcan also the same)

### Minimal reproduction project

https://github.com/tavurth/godot-watabou-city
Repository: godot
Issue: MeshLibrary choices "Add Item" and "Remove selected item" work incorrectly
Labels: bug,topic:editor,usability,topic:3d

### Godot version

4.0.stable

### System information

Windows 10

### Issue description

Two issues:

- MeshLibrary choice "Add Item" doesn't update mesh list (see screenshot), item №3 appeared in Inspector, but mesh library list window still lists only №2. 
- "Remove selected item" doesn't work at all. Nothing is removed if you select item and click "Remove selected item" choice.

![image](https://user-images.githubusercontent.com/97176349/222926965-5e50c6c2-3b02-4fd2-acc2-57a49f453649.png)


### Steps to reproduce

Create new empty mesh library, use "Add Item" and "Remove selected item" buttons, nothing else

### Minimal reproduction project

N/A
Repository: go
Issue: cmd/vet: asmdecl flag scans code in multiline comments
Labels: NeedsInvestigation,Analysis

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 linux/amd64
</pre>

### What did you do?

This is the repro:

```bash
~/tmp/govet$ cat go.mod 
module main

~/tmp/govet$ cat main.go 
package main

// go:noescape
// go:nosplit
func procedure()

func main() {
    procedure()
}

~/tmp/govet$ cat proc_amd64.s 
#include "textflag.h"
#include "funcdata.h"
#include "go_asm.h"

TEXT ·procedure(SB), NOSPLIT|NOFRAME, $0-0
    /*
        Commented out garbage

        MOVQ    nonexistingprocedureargument+42(FP), ZMM1
    */
    RET

# this compiles correctly
~/tmp/govet$ go build; echo $?
0

# vet complains
~/tmp/govet$ go vet -asmdecl
# main
./proc_amd64.s:9:1: [amd64] procedure: unknown variable nonexistingprocedureargument
```

When line 9 is commented with `//` then `go vet` does not complain.
Repository: vscode
Issue: Activitybar input gets captured by file explorer
Labels: bug,layout,confirmation-pending

Type: <b>Bug</b>

On a Chromebook try to click anything on the activity bar to the left. Even though I hover over the Activitybar icons the clicks register at the same height in the sidebar explorer.

**However** this stops happening when I either:

1. When I move the Activitybar to the right hand side.
2. Make the width of the window less than 80% of the screen width, so in non-fullscreen mode the clicks register fine with the Activitybar buttons.

## Video

[Screen recording 2023-03-04 22.43.47.webm](https://user-images.githubusercontent.com/502410/222930803-b649adeb-630b-4e0b-8257-36586ae17c72.webm)

This happens both in the latest insider build and in `code_1.76.0-1677667493_amd64.deb`.

VS Code version: Code - Insiders 1.77.0-insider (06ce7933733b1ab05e410e46a6a622dfffb31927, 2023-03-03T06:18:58.532Z)
OS version: Linux x64 5.10.162-21313-g09d4df421017
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-7Y57 CPU @ 1.20GHz (4 x 1607)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|6.47GB (6.06GB free)|
|Process Argv|--unity-launch|
|Screen Reader|no|
|VM|100%|
|DESKTOP_SESSION|undefined|
|XDG_CURRENT_DESKTOP|X-Generic|
|XDG_SESSION_DESKTOP|undefined|
|XDG_SESSION_TYPE|undefined|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30422396
pythontb:30258533
vsc_aa:30263845
pythonptprofiler:30281269
vshan820:30294714
pythondataviewer:30285072
vscod805cf:30301675
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30404738
cppdebug:30492333
vsclangdf:30492506
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30618038
pylantcb52:30590116
pyindex848:30611229
nodejswelcome1:30587009
pyind779:30611226
pythonsymbol12:30651887
6233i204:30659907
pythonb192:30661256
funwalk2cf:30676044
pythonms35:30671666

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: invariant detection for recursive generic types incorrect with generic_const_exprs
Labels: C-bug,requires-nightly,F-generic_const_exprs,A-variance,requires-incomplete-features

The following fails to compile, incorrectly/inconsistently reporting `ResursiveGenCovariant<T>` as invariant over `T`:
```rust
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]

pub struct ResursiveGenCovariant<T> {
    // assure_covariant(...) does compile:
    // - without `_links`, or
    // - without `generic_const_exprs`, or
    // - with the array size of `links` being not an expression (such as `0*0`),
    //   but a literal (such as `0`).
    _links: [Option<Box<ResursiveGenCovariant<T>>>; 0*0],
    _p: core::marker::PhantomData<T>
}

#[allow(dead_code)]
fn assure_covariant<'new>(v: ResursiveGenCovariant<&'static ()>) -> ResursiveGenCovariant<&'new ()> {
    v
}
```
Error:
```rust
10 | fn assure_covariant<'new>(v: R...
   |                     ---- lifetime `'new` defined here
11 |     v
   |     ^ returning this value requires that `'new` must outlive `'static`
   |
   = note: requirement occurs because of the type `ResursiveGenCovariant<&()>`, which makes the generic argument `&()` invariant
   = note: the struct `ResursiveGenCovariant<T>` is invariant over the parameter `T`
```

However, the following alternatives **do compile** (in the order respective to the changes listed in the comment above; the middle one fails with both `1.69.0-nightly (44cfafe2f 2023-03-03)` and `stable 1.67.1 (d5a82bbd2 2023-02-07)`). Same code as above (without the above comments), with changes marked with new comments:

Alternative 1:
```rust
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]

pub struct ResursiveGenCovariant<T> {
    // no _links
    _p: core::marker::PhantomData<T>
}

#[allow(dead_code)]
fn assure_covariant<'new>(v: ResursiveGenCovariant<&'static ()>) -> ResursiveGenCovariant<&'new ()> {
    v
}
```

Alternative 2:
```rust
// no generic_const_exprs
pub struct ResursiveGenCovariant<T> {
    _links: [Option<Box<ResursiveGenCovariant<T>>>; 0*0],
    _p: core::marker::PhantomData<T>
}

#[allow(dead_code)]
fn assure_covariant<'new>(v: ResursiveGenCovariant<&'static ()>) -> ResursiveGenCovariant<&'new ()> {
    v
}
```

Alternative 3:
```rust
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]

pub struct ResursiveGenCovariant<T> {
    _links: [Option<Box<ResursiveGenCovariant<T>>>; 0], // <-- 0*0 changed to 0
    _p: core::marker::PhantomData<T>
}

#[allow(dead_code)]
fn assure_covariant<'new>(v: ResursiveGenCovariant<&'static ()>) -> ResursiveGenCovariant<&'new ()> {
    v
}
```

Motivation: Based on indirect recursion between `LeafNode` and `InternalNode` in BTreeMap's internals, and `assert_covariance()` in `library/alloc/src/collections/btree/map/tests.rs` and `library/alloc/src/collections/btree/set/tests.rs`. It means that adding `generic_const_exprs` to `library/alloc/src/lib.rs` breaks its compilation.

Related to #108725.
Repository: rust
Issue: Suggest adding `const` when it is forgotten when trying to use const generics
Labels: A-diagnostics,T-compiler

### Code

```Rust
struct MyArray<D: usize> {
    arr: [u64; D],
}
```


### Current output

```Shell
error[E0404]: expected trait, found builtin type `usize`
 --> src/lib.rs:1:19
  |
1 | struct MyArray<D: usize> {
  |                   ^^^^^ not a trait

error[E0423]: expected value, found type parameter `D`
 --> src/lib.rs:2:16
  |
1 | struct MyArray<D: usize> {
  |                - found this type parameter
2 |     arr: [u64; D],
  |                ^ not a value

Some errors have detailed explanations: E0404, E0423.
For more information about an error, try `rustc --explain E0404`.
```


### Desired output

```Shell
struct MyArray<const D: usize> {
               +++++
    arr: [u64; D],
}
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_

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Repository: godot
Issue: 2D grid-snapping doesn't work on selections
Labels: bug,topic:editor,usability,topic:2d

### Godot version

4.0 stable

### System information

linux

### Issue description

As you can see markers snap correctly on their own, but when selecting them they offset.

[simplescreenrecorder-2023-03-05_00.04.38.webm](https://user-images.githubusercontent.com/71937306/222932710-cd66be63-e85d-42b4-a2ec-f620bdd50404.webm)


### Steps to reproduce

![image](https://user-images.githubusercontent.com/71937306/222932800-bd5abec5-40b1-4aa0-8734-64523efc8e8e.png)


### Minimal reproduction project

![image](https://user-images.githubusercontent.com/71937306/222932802-f5b30e2d-a53c-4577-8f4e-1102a6e2026e.png)
Repository: godot
Issue: [4.0] Project converter:  Missing conversion for class properties extending InputEventWithModifiers
Labels: enhancement,topic:editor

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

With code in virtual funcs like `_gui_input(event)`, qualifying `event` should hint to the project converter in a specified code block to allow renaming of members that have changed names from 3.x to 4.x.

Examples include (but not limited to):
*  `shift` -> `shift_pressed`
* `control` -> `control_pressed` (see note)
* `alt` -> `alt_pressed`

Note:  I don't know the default remapping behavior under 3.x but if the intent is to remap ctrl/command depending on OS, project migration should probably warn user in some way (either annotate line with comment or if migration warnings are planned, add one)

Similar to other issues like #67003 where type inference qualification needs to be done to be confident with replacement

### Steps to reproduce

Migrate 3.5 project to 4.0

### Minimal reproduction project

n/a
Repository: godot
Issue: [4.0] Project converter: Missing conversion for button_pressed for nodes extending BaseButton
Labels: enhancement,topic:editor

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

`BaseButton` Property `pressed` has changed from a bool to a signal.  Code explicitly referencing nodes extending BaseButton do not change this property nor warn the user that the property has changed when migrating from 3.x to 4.0.

There may be issues regarding object qualification if converter doesn't do this yet, addressed in other issues (I don't know if an issue specific to this is filed or how to word it since I don't know the state of the internals of the project converter).  It should at least be possible to qualify nodes that exist at design time...

### Steps to reproduce

Migrate 3.x project to 4.0

### Minimal reproduction project

n/a
Repository: godot
Issue: [4.0] Project converter: Editor hints intended to migrate to `@export_` variants comment out nontrivial syntax
Labels: enhancement,topic:editor

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

It appears some parsing for `export` migration to 4.0 is not yet implemented.  When exports specify an implementation that is now separate from `@export`, the old syntax is commented out.  Two examples include syntax for `@export_flags` and `@export_range`.  These will be migrated instead to `@export`.

### Steps to reproduce

Migrate project from 3.x to 4.0

### Minimal reproduction project

n/a
Repository: godot
Issue: [4.0] Project converter:  draw_string specifying optional arguments are not updated to include new argument order
Labels: enhancement,topic:editor

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

`modulate` in `draw_color` has moved 3 arguments down to make room for arguments involving size, clipping and alignment.  Since optional parameters can't be skipped in gdscript (godotengine/godot-proposals#902), calls to this function should implement default values which represent *best effort* metrics similar to 3.x's default font if the font specified derived from default, or the size specified for the original `DynamicFont`.  This means that the default size might be something different than the current default of `16`.  Qualifying the font may be nontrivial.

### Steps to reproduce

Migrate project from 3.x to 4.0

### Minimal reproduction project

n/a
Repository: godot
Issue: [4.0]  Project converter:  Embedded ButtonGroup subresources in scene get clobbered
Labels: enhancement,topic:editor

### Godot version

4.0

### System information

Windows 10

### Issue description

Note:  This may apply to other subresources which were embedded in a scene rather than saved separately.  I can update this issue if many should be classified together.

`ButtonGroup` subresources embedded in a scene rather than saved separately appear to get clobbered when using the project converter.

### Steps to reproduce

Migrate project from 3.x to 4.0

### Minimal reproduction project

n/a
Repository: godot
Issue: [4.0] Project converter:  MenuButtons don't migrate PopupMenu items set at design time
Labels: enhancement,topic:editor

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

When converting a project from 3.x to 4.0, MenuButtons having `items` set from the editor (rather than a script) at design time are completely removed.  This may be related to other issues where subresources embedded in-scene get removed (#66052, #74413).

### Steps to reproduce

Migrate project from 3.x to 4.0

### Minimal reproduction project

n/a
Repository: godot
Issue: MultiNodeEdit inspector does not disappear when nodes are deselected
Labels: bug,topic:editor,usability

### Godot version

4.0.stable

### System information

Linux/Manjaro

### Issue description

When a single node is deselected in the editor, the inspector is cleared. This does not happen when deselecting multiple nodes.

### Steps to reproduce

1. Select multiple nodes;
2. Click on empty space in the scene tree or the viewport.

### Minimal reproduction project

N/A
Repository: godot
Issue: Compatibility renderer: Alternate viewport display modes don't work
Labels: enhancement,topic:editor,usability

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Arch Linux, AMD RX 6700S, opengl3

### Issue description

With the OpenGL3 compatibility renderer, the viewport display modes have no effect. In Godot 3.4, these options are disabled, but they are not disabled in Godot 4.

https://user-images.githubusercontent.com/5725958/222947167-f2fc68f0-3bb9-44bb-b8cb-1c042f085af1.mp4



### Steps to reproduce

1. Create a new project with the Compatibility renderer
2. Create a 3D scene with a MeshInstance3d
3. Try different display render modes in the 3D viewport

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/10890992/project.zip)
Repository: flutter
Issue: InteractiveViewer does not support mouse scrolling
Labels: framework,c: proposal,a: mouse,P2,team-framework,triaged-framework

According to the comment closing #64210, InteractiveViewer should support mouse scrolling. @justinmc 

However, the referenced pull request #112171 explicitly checks for trackpad as the source of the scroll and forces scale behavior if the device is a mouse. 

Testing with beta channel, pans fine on my Mac trackpad, but scroll wheel on mouse still scales. Stepped through the code and it's skipping the scroll code due to this line in interactive_viewer.dart: 

```dart
     if (event.kind == PointerDeviceKind.trackpad) {
```
Repository: vscode
Issue: Quit VSCode when last window is closed on MacOS
Labels: feature-request,macos,workbench-window,keep

<!-- ⚠️⚠️ 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 all,

I just come from the issue #25811 related to MacOS and I think it would be a great feature to have something similar to what iTerm2 has. This is quitting the application if the last window has been closed. Right now if I click to the red button it just closes VSCode window but the app stays open in the background (I can see it in the dock) and I have to close using cmd + Q. I would like to have an option to decide whether to keep VSCode open or not if the last window is closed.

Regards,
Javier
Repository: godot
Issue: Curve3D prints "Zero length interval." error even though the edge case is handled
Labels: discussion,topic:3d

### Godot version

4.0.stable

### System information

Windows 10

### Issue description

`Curve3D::_find_interval()` prints error to output when the distance between two adjacent points in `baked_dist_cache` is basically 0, even though this edge case is handled by hardcoding the fraction to 0.5.

In my game I have a system that uses curves, and the curves change dynamically every so often. Sometimes the start and end of the curve is in the same position, and that is on purpose. In that situation this error is printed to the output: 

> Zero length interval.

I could design my system to merge points that end up in the same position when making the curve, but since this edge case is being handled, I wonder if the error should be a warning instead? Is the message even necessary, maybe it should print nothing?

### Steps to reproduce

Is this error necessary?
https://github.com/godotengine/godot/blob/61d2c855114c824f5ca27ded0a1fa71cc7b21134/scene/resources/curve.cpp#L1720-L1723

In the MRP, run the scene zero_length_curves, it prints a bunch of samples from two curves. Both curves have a length of zero, but the first curve first and last points in the same position, and the second curve only has one point. All the samples are identical, but sampling curve1 prints an error.

### Minimal reproduction project

[Curve3D.zip](https://github.com/godotengine/godot/files/10894549/Curve3D.zip)
Repository: godot
Issue: Tileset editing leads to unrecoverable crash
Labels: bug,topic:editor,crash,topic:2d

### Godot version

Godot Engine v4.0.rc6.official.0cd148313

### System information

Windows 11 Home 10.0.22621 Build 22621


### Issue description

I was setting up a TileMap/TileSet  when the entire application crashed. It crashed twice in a row . Each time it happened, I was resizing the height of the Tileset editing area using the mouse. Godot hangs as soon as I resize the height of the Tileset editor. The hour glass is displayed and it hangs indefinitely. The only option is to get Windows to close it. When I reload my project, everything related to the TileMap has disappeared including the TileMap node itself.

### Steps to reproduce

- Create a scene
- Create a TileMap node
- Create an Atlas
- Create a physics then a navigation then a custom data layers
- Resize the height of the TileSet area
- Godot hangs. It happened to me twice in a row. 
- All data worked on the TileMap is gone

### Minimal reproduction project

I do not have a project because the issue wipes out whatever I did in the project. I did a screeshot of Godot hanging.
![Screenshot (86)](https://user-images.githubusercontent.com/6059364/222950069-b93e9a7c-ef6b-4330-a9bc-6e0030b14ece.png)
Repository: PowerToys
Issue: PowerRename crashes because it adds duplicate files
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.65.0

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

PowerRename

### Steps to reproduce

- in Explorer, go to a folder with files you want to rename
  - that folder should have subfolders with files in them
- search \*.\*, select all, open them with the software
- look at the list, there are many files added numerous times
  - that is most likely because it adds the folders and the files
- the software will crash when you scroll the list down

### ✔️ Expected Behavior

No dupes added, the input should be filtered, i.e. use something like a hash set or whatever else.

### ❌ Actual Behavior

Explained above.

### Other Software

_No response_
Repository: godot
Issue: RPC call Autoload from server
Labels: bug,topic:multiplayer

### Godot version

4.0.stable

### System information

Macos

### Issue description

getting `_process_rpc: RPC '_check_client_version' is not allowed on node /root/AutoloadChecker from: 721864190. Mode is 2, authority is 1.` 
from autoload script, same logic added to scene node works fine
```
func _ready() -> void:
	if multiplayer.is_server():
		multiplayer.peer_connected.connect(_on_network_peer_connected)

func _exit_tree() -> void:
	if multiplayer.is_server():
		multiplayer.peer_connected.disconnect(_on_network_peer_connected)

@rpc
func _check_client_version(_host_client_version: String) -> void:
	print("_check_client_version autoload")

func _on_network_peer_connected(peer_id: int) -> void:
	_check_client_version.rpc_id(peer_id, "123")
```

### Steps to reproduce

run example project, connect to hosted server

### Minimal reproduction project

https://github.com/theromis/scene_replication