sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Custom Icons inherited from base classes don't show for Resources
Labels: bug,topic:editor

### Tested versions

- Reproducible in: 4.3.beta1.official [a4f2ea91a]

### System information

macOS Sonoma 14.1.1 (23B81) - OpenGL API 4.1 Metal - 88 - Compatibility - Using Device: Apple - Apple M1 Pro

### Issue description

Given a hierarchy of custom resources like this:
```gdscript
@icon("res://icon.svg")

class_name MyBaseResource
extends Resource

@export var my_base_value: int = 100
```
```gdscript
class_name MyResource
extends MyBaseResource

@export var my_value: int = 10
```

`.tres` files created using `MyBaseResource` show the custom Icon, `.tres` files created using `MyResource` show the generic file icon:
![Screenshot 2024-06-08 at 8 25 22 PM](https://github.com/godotengine/godot/assets/4588601/c1cfcd83-66e1-4662-b405-f072964fb98e)

After explicitly setting a custom icon to `MyResource`, then it shows in the FileSystem:
```gdscript
@icon("res://icon.svg")

class_name MyResource
extends MyBaseResource

@export var my_value: int = 10
```
![Screenshot 2024-06-08 at 8 26 10 PM](https://github.com/godotengine/godot/assets/4588601/26240b2f-c490-4613-aaef-f3bd8179ea24)




### Steps to reproduce

1. create empty project
1. create a `script` extending `Resource`, give it `class_name MyBaseResource` and an `@icon` 
1. create a second `script` extending `MyBaseResource`, give it a `class_name MyResource` and NOT define an icon
1. create a `my_base_resource_1.tres` resource with the script `MyBaseResource`
1. observe how the `my_base_resource_1.tres` file shows the custom icon in the FileSystem OK
1. create a `my_resource_1.tres` resource with the script `MyResource`
1. observe how the `my_resource_1.tres` file does not show the custom icon in the FileSystem
1. explicitly define a custom icon in the script for `MyResource`
1. observe how the `my_resource_1.tres` file now shows the custom icon in the FileSystem OK

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: StateMachine in AnimationTree does not return to its original state
Labels: bug,topic:editor,topic:animation

### Tested versions

Godot 4.3 beta1

### System information

Godot v4.3.beta1 - Windows 10.0.19045 - GLES3 (Compatibility) - Radeon RX 560 Series (Advanced Micro Devices, Inc.; 31.0.14001.45012) - Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (4 Threads)

### Issue description

If we create a new StateMachine in the AnimationTree, then click on the AnimationNodeStateMachinePlayback resource, this resource will expand, which will make the StateMachine itself larger in size, but if we hide this resource again by clicking, the StateMachine will not return to its original state.

StateMachine will return to its original state only if we open the editor and return back to the root.

https://github.com/godotengine/godot/assets/130399274/32e5c526-4164-4ca3-9f68-0bb3736a725f

Similar issues:
#100536 



### Steps to reproduce

1. Create an AnimationTree
2. Create a StateMachine in it
3. Click the AnimationNodeStateMachinePlayback resource and then again to hide it

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Add a command to split terminal using a different profile
Labels: feature-request,terminal-profiles

<!-- ⚠️⚠️ 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. -->
Currently, the only way to split a terminal with a different profile is by clicking in the UI
![image](https://github.com/microsoft/vscode/assets/17272651/a1e0807e-0bcb-4056-ac56-53586e33ad53)


I noticed we have the command `workbench.action.terminal.split` to split terminals, but the new terminal always use the default profile (in my case, "powershell").

There is also the command  `workbench.action.terminal.newWithProfile`, where you can open a new terminal with another profile, but it doesn't split the terminal.

I would like a mix of both, where I can split the terminal, AND specify the profile.

This way, I can have my default terminal "powershell" and open a new "JavaScript Debugger Terminal" with more ease.
Repository: stable-diffusion-webui
Issue: [Bug]: stable diffusion web 没有CLip 反推 和DeepBooru 反推   文生图 怎么弄才会出现CLip 反推 和DeepBooru 反推
Labels: asking-for-help-with-local-system-issues

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

stable diffusion web 没有CLip 反推 和DeepBooru 反推   文生图 怎么弄才会出现CLip 反推 和DeepBooru 反推

### Steps to reproduce the problem

stable diffusion web 没有CLip 反推 和DeepBooru 反推   文生图 怎么弄才会出现CLip 反推 和DeepBooru 反推

### What should have happened?

stable diffusion web 没有CLip 反推 和DeepBooru 反推   文生图 怎么弄才会出现CLip 反推 和DeepBooru 反推

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

_No response_

### Sysinfo

stable diffusion web 没有CLip 反推 和DeepBooru 反推   文生图 怎么弄才会出现CLip 反推 和DeepBooru 反推

### Console logs

```Shell
stable diffusion web 没有CLip 反推 和DeepBooru 反推   文生图 怎么弄才会出现CLip 反推 和DeepBooru 反推
```


### Additional information

_No response_
Repository: angular
Issue: Update docs to add context on how invalid HTML breaks hydration and how to detect it automatically
Labels: P3,core: hydration,area: docs

### Describe the problem that you experienced

While attempting to enable hydration for our application, we found a few places where invalid HTML was breaking it, the documentation was helpful but I thought that mentioning a tool to lint the issue automatically, as well as mentioning why the DOM mismatches would be helpful to other developers.

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

https://angular.dev/guide/hydration

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

- How to prevent the issue from happening at development/build time
- Why invalid HTML creates a mismatch

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

- Enabling hydration on an application with some components with invalid HTML

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

Add additional context

### 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

```true
I'll be submitting an MR which attempts to fix this.
```
Repository: rust
Issue: Implementing `Copy` can be a breaking change
Labels: A-lifetimes,A-trait-system,A-borrow-checker,C-bug,T-types

<!--
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.
-->

I tried this code:

```rust
#[derive(Clone)]
struct Foo<'a>(&'a ());

// Uncomment this line and the code stops compiling
//impl Copy for Foo<'static> {}

struct Bar<'a>(Foo<'a>);

fn do_thing<'a>(b: Bar<'a>) {
    drop(b.0);
}
```

I expected to see this happen: Uncommenting the line in question does not break the code, as implementing `Copy` should not be a breaking change

Instead, this happened:

```
error: lifetime may not live long enough
  --> src/lib.rs:10:10
   |
9  | fn do_thing<'a>(b: Bar<'a>) {
   |             -- lifetime `'a` defined here
10 |     drop(b.0);
   |          ^^^ copying this value requires that `'a` must outlive `'static`
```

### Meta

Regressed in 1.42 according to Godbolt.

@rustbot label A-borrow-checker A-lifetimes A-traits T-types regression-from-stable-to-stable
Repository: create-react-app
Issue: cannot build projects when cwd contains a pathname with !
Labels: needs triage,issue: bug report

<!--
    Please note that your issue will be fixed much faster if you spend about
    half an hour preparing it, including the exact reproduction steps and a demo.

    If you're in a hurry or don't feel confident, it's fine to report bugs with
    less details, but this makes it less likely they'll get fixed soon.

    In either case, please use this template and fill in as many fields below as you can.

    Note that we don't provide help for webpack questions after ejecting.
    You can find webpack docs at https://webpack.js.org/.
-->

### Describe the bug

When having an ! in the build path (the cwd not the project name contains an !), react-scripts fails with a cryptic error.

This is quite easy to reproduce. 


### Steps to reproduce

<!--
  How would you describe your issue to someone who doesn’t know you or your project?
  Try to write a sequence of steps that anybody can repeat to see the issue.
-->

(Write your steps here:)

1. create a directory name with ! in it's name, e.g. foo/!A_Kabumm/
2. switch to the directory
3. npx create-react-app my-app
4. cd my-app
5. npm start

The last command crashes with:
 configuration.cache.cacheDirectory: The provided value "/home/alex/tmp/!A_foo/my-app/node_modules/.cache" contains exclamation mark (!) which is not allowed because it's reserved for loader syntax.


### Expected behavior

It doesn't crash.

I am not sure if it is actually a webpack bug but I found it because of this project.
Repository: rust
Issue: ICE after renaming trait on nightly 1.80
Labels: I-ICE,T-compiler,A-incr-comp,C-bug,S-needs-repro

I got an ICE after renamed `MaybeEmpty` trait on crate root into `Empty`.
`cargo clean` solved an issue.
Project is on public github https://github.com/tower120/hi_sparse_array/blob/5910c9352d3494084514f68d6a0f684324dea83a/src/lib.rs#L115.

[rustc-ice-2024-06-09T04_06_53-9792.txt](https://github.com/user-attachments/files/15750625/rustc-ice-2024-06-09T04_06_53-9792.txt)
[rustc-ice-2024-06-09T04_07_09-12764.txt](https://github.com/user-attachments/files/15750626/rustc-ice-2024-06-09T04_07_09-12764.txt)
Repository: neovim
Issue: Conceal characters on cursor line except at cursor position
Labels: enhancement,needs:vim-patch,conceal

### Problem

Currently, setting `conceallevel` conceals all characters in the viewable portion of the buffer, except for the line that the cursor is on. For example:
![image](https://github.com/neovim/neovim/assets/48545987/19aca50a-2082-4736-8620-89a39ec0ebd0)
There exists the `concealcursor` option, but enabling that makes it so the *entire line* gets concealed, e.g.
![image](https://github.com/neovim/neovim/assets/48545987/766bacfc-54b4-4381-9aec-5327b556011b)

### Expected behavior

It would be nice to have some way to only un-conceal text under the cursor, to have the benefits of reading the surrounding context while also being able to edit. Some examples created using [this plugin](https://github.com/jishnusen/nvim-inline-surround/) (the main focus being on the `\cong` and `\times`):
![image](https://github.com/neovim/neovim/assets/48545987/5947ae1e-22b8-4400-b7b4-3b1133726f1c)
![image](https://github.com/neovim/neovim/assets/48545987/9b9f4e19-c108-46cb-85f4-6d6c26ba67b5)
Repository: ant-design
Issue: Menu component Tooltip is not closing in small device
Labels: Inactive,📱Mobile Device

![Screen Recording on 2024-06-09 at 11-15-04](https://github.com/ant-design/ant-design/assets/36513697/e45141d8-3e70-45dd-82d2-e4ccc5030411)
### Reproduction link

[https://codepen.io/pen?&editors=001](https://codepen.io/pen?&editors=001)

### Steps to reproduce

This reproduction link is from ant design. So just click the link and check the UI and collapsed the panel in responsive dimension. 

### What is expected?

the tooltip which is showing when clicking the menu item for collapsed panel should hide after few seconds.

### What is actually happening?

tooltip is always visible until I click anywhere in the screen. 

| Environment | Info |
| --- | --- |
| antd | 5.18.0 |
| React | 18.3.1 |
| System | Windows 10 |
| Browser | Chrome 125.0.6422.142 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Godot crashes when calling `open_scene_from_path` on mouse release of Move Mode
Labels: bug,topic:editor,needs testing,regression

### Tested versions

- Reproducible in 4.3.beta1 (`5833f59`)
- NOT reproducible in 4.2.2-stable (`15073af`)

### System information

Godot v4.3.beta (5833f5978) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

Editor crashes when both of:
- an editor script is programmed to open a new scene on mouse release
- a node manipulation tool (Move Mode, Rotate Mode, etc.) is used to transform a node

I did a bisect and https://github.com/godotengine/godot/commit/48a64768616078f9a6a676e8d2ce7867702675f5 (#90653) seems to cause this issue 

### Steps to reproduce

- download the attached file
- open `main.tscn` and use the Move Tool to move the sprite around

### Minimal reproduction project (MRP)

[test.zip](https://github.com/user-attachments/files/15750647/test.zip)
Repository: deno
Issue: Node:http localAddress not supported in compat
Labels: bug,node compat

Version: Deno 1.44.1

I’m trying to send a http request through a different outbound IP address using node http. This correctly works in node.js, but doesn’t work in Deno – it still uses the default local IP address

```ts
import https from 'node:https';
import type { RequestOptions } from 'node:https';

const options: RequestOptions = {
  localAddress: '172.31.11.161',
  hostname: 'ifconfig.me',
  method: 'GET',
  path: '/ip',
};

https
  .get(options, (resp) => {
    let data = '';

    resp.on('data', (chunk) => {
      data += chunk;
    });

    resp.on('end', () => {
      console.log(data);
    });
  })
  .on('error', (err) => {
    console.log('Error: ' + err.message);
  });
```
Repository: neovim
Issue: Neovim(nvim) doesn't resize to full terminal width upon opening
Labels: bug,startup

### Problem

Neovim(nvim) doesn't resize to full terminal width upon opening

[Screenshot](https://imgur.com/a/GsOvnhm)


```
nvim --version NVIM v0.9.5 Build type: Release LuaJIT 2.1.1700206165

system vimrc file: "$VIM/sysinit.vim" fall-back for $VIM: "/usr/share/nvim"
Run :checkhealth for more info
```
However, If I run my old compiled version, it was doing the same(ie.doesn't resize to full terminal width ), but upon adding --> `autocmd VimEnter * :silent exec "!kill -s SIGWINCH $PPID"` to my .nvimrc it resizes properly on urxvt/alacritty/xterm etc. But addding the above to my .nvimrc for my new nvim(v0.9.5) it makes no difference and doesn't resize to full terminal width.



**----- OLD Version -----**
```
$ nvim --version

NVIM v0.5.0-dev+1074-ga7d9df996

Build type: Release

LuaJIT 2.1.0-beta3

Compilation: /usr/bin/cc -O2 -DNDEBUG -Wall -Wextra -pedantic -Wno-unused-parameter -Wstrict-prototypes -std=gnu99 -Wshadow -Wconversion -Wmissing-prototypes -Wimplicit-fallthrough -Wvla -fstack-protector-strong -fno-common -fdiagnostics-color=auto -DINCLUDE_GENERATED_DECLARATIONS -D_GNU_SOURCE -DNVIM_MSGPACK_HAS_FLOAT32 -DNVIM_UNIBI_HAS_VAR_FROM -DMIN_LOG_LEVEL=3 -I/home/H/HL/LAB/NEOVIM_COMPILE/neovim/build/config -I/home/H/HL/LAB/NEOVIM_COMPILE/neovim/src -I/home/H/HL/LAB/NEOVIM_COMPILE/neovim/.deps/usr/include -I/usr/include -I/home/H/HL/LAB/NEOVIM_COMPILE/neovim/build/src/nvim/auto -I/home/H/HL/LAB/NEOVIM_COMPILE/neovim/build/include Compiled by H@kali

Features: +acl +iconv +tui See ":help feature-compile"

system vimrc file: "$VIM/sysinit.vim" fall-back for $VIM: "/home/H/bin/NVIM_H_COMPILED/nvim/share/nvim"

Run :checkhealth for more info
```
**----- OLD Version -----**


Window Manager : DWM 6? OS : Kali

Any help would be appreciated.. Thanks in advance..


### Steps to reproduce

Open nvim on any terminal urxvt/alacritty/xterm. I use a Tiling window manager DWM .. when I open another instance of nvim/any other, and close the opened window.. Nvim then occupies full width of the terminal

### Expected behavior

Neovim resizes and occupies the full width of the opened terminal.

### Neovim version (nvim -v)

NVIM v0.9.5

### Vim (not Nvim) behaves the same?

VIM - Vi IMproved 9.1

### Operating system/version

Linux kali 5.7.0-kali1-amd64

### Terminal name/version

URXVT Alacritty Xterm

### $TERM environment variable

rxvt-unicode-256color , xterm-256color

### Installation

repo


--------------- Update : Added Later ---------------

Thanks! For now, I am switching back to my old compiled version(NVIM v0.5.0-dev+1074-ga7d9df996)  And adding --> autocmd VimEnter * :silent exec "!kill -s SIGWINCH $PPID" to my .nvimrc, the old [solution](https://github.com/neovim/neovim/issues/11330#issuecomment-723667383 ) . Thanks again!

--------------- Update : Added Later ---------------
Repository: deno
Issue: parser-ts fails to work in deno
Labels: bug,node compat,node resolution

Version: deno 1.44.1+4d531bf (canary, x86_64-unknown-linux-gnu)

### Reproducible example

```ts
// main.ts
import { run } from "npm:parser-ts/lib/code-frame"
import * as S from "npm:parser-ts/lib/string"

console.log(run(S.int, "abc"))
```
```
deno run main.ts
```

### Current Behavior

<!-- If applicable, add screenshots to help explain your problem. -->

```
error: Unable to load /home/scarf/.cache/deno/npm/registry.npmjs.org/parser-ts/0.7.0/lib/code-frame imported from file:///home/scarf/repo/conventional-commit/main.ts

Caused by:
    No such file or directory (os error 2)
```

### Relevant code

```
$ cat /home/scarf/.cache/deno/npm/registry.npmjs.org/parser-ts/0.7.0/lib/code-frame.js

Object.defineProperty(exports, "__esModule", { value: true });
exports.run = void 0;
// ...
var run = function (p, source) { /* ... */ }
exports.run = run;
```
Repository: godot
Issue: Application lock, when running on second screen.
Labels: bug,topic:editor,needs testing

### Tested versions

I found the error in version 4.2. I have tested the beta of 4.3 and it seems that it does not have that error at the moment.

### System information

Windows 11 - Godot v4.2.2.stable - All versions - Nvidia Geforce Asus RTX 4090

### Issue description

When opening the program on a second screen it freezes.

### Steps to reproduce

When I open Godot on the main screen, it works fine. However, when I move it to another monitor and press the plus button to add a new node, it freezes. I have tested Godot version v4.3 beta1 and this error does not occur.

On some occasions, Godot runs on the main screen, but when adding a node, the node window opens as a floating window on the second monitor. This causes Godot to freeze and close.

### Minimal reproduction project (MRP)

Any project
Repository: godot
Issue: [3.x] using animation editor breaks physical bones/bone attachments
Labels: bug,topic:editor,topic:animation

### Tested versions

Godot 3.5.3. stable


### System information

Windows 10 - Godot v3.5.3.stable - GLES 3

### Issue description

Using animation editor edits physicalbones and boneattachments, making it impossible to edit animations
https://www.youtube.com/watch?v=bR3CWIv9yyc

### Steps to reproduce

add physical bones or bone attachments to skeleton
play animation
it breaks

### Minimal reproduction project (MRP)

there is no need for mrp, this happens always
if it doesnt happen for some reason, then play animation, stop it mid playing, change view tab and change tab back again.

I dont see why I would need to upload MRP for issue that has been here forever and everyone knows about it
Repository: godot
Issue: `AnimationPlayer` changes `.tscn` file on save and creates noise in version control if connected to enabled `AnimationTree`
Labels: discussion,documentation,topic:animation

### Tested versions

Godot Engine v4.2.1.stable.mono.official.b09f793f5

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.4630) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

I have an `AnimationPlayer` that change the `frame` property of my `AnimatedSprite2D`s `Animation` component. This `AnimationPlayer` is connected to an ``AnimationTree`.

If the `AnimationTree` is active in the editor, the `frame` property is change on disk when saving the scene that contains the animated node, and every time I try to commit something in `git`, I see an update to the `tscn` file. Even if I didn't touch the scene as part of my workflow, the property is still modified on save. You can see the values updating live in the editor as well while the tree is running.

For example:

before
```
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_5rya8")
hframes = 4
frame = 1
```

after
```
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_5rya8")
hframes = 4
frame = 4
```

### Steps to reproduce

Animate a property of some scene via an `AnimationPlayer`.
Connect it to an `AnimationTree`.
Enable the `AnimationTree`.
Save the scene without modifying the `frame` property
Observe that sometimes the scene's `tscn` is modified with a new value for property.



### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/15751605/mrp.zip)