sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: PT Run: revert UI style to defaults
Labels: Product-PowerToys Run,Area-User Interface,Issue-Refactoring,UI refresh

@niels9001 I see many custom styles, which are very old. I strongly recommend to remove _Styles.xaml_ and any style we do need (like SubtleButtonStyle) can be set in _ResultList.xaml_ (same for LauncherControl)

I would be happy to take this up! 🙂

```[tasklist]
### Issues to solve
- [ ] ListView > commandButtons: Selector bar is inappropriate; use different control
```

### Concept
![image](https://github.com/microsoft/PowerToys/assets/65828559/5e159e80-b2d1-4121-9e30-ef91169305c3)
Repository: godot
Issue: ConfirmationDialog is missing horizontal button separation style
Labels: enhancement,feature proposal,topic:gui

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Ubuntu

### Issue description

The ConfirmationDialog introduces a second button to the AcceptDialog, showing the two options side by side.

This should also come with a themable property to specify the ConfirmationDialog's internal HBoxContainer's `separation` override.

### Steps to reproduce

1. Try adding `ConfirmationDialog` styling to your theme.
2. Note that there is no styling available for `ConfirmationDialog`
3. Note that there is no way to easily modify the gap between the cancel and the accept button in a `ConfirmationDialog` (it would probably be possible via code, but thankfully we have a theming system for such things.)

### Minimal reproduction project (MRP)

n/a
Repository: godot
Issue: Tilemap or clip children option not drawing correctly
Labels: bug,topic:rendering,needs testing,topic:2d

### Tested versions

v4.2.1.stable
v4.2.2.stable

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.5222) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)

### Issue description

I'm getting some really odd display issues in my editor and at runtime. The first time I noticed this was when trying to turn on "Clip only" on a Polygon2D object to clip another Polygon2D. It appeared correctly in the editor's display, but when I ran the scene, the Polygon2Ds did not appear at all. I removed objects until only the Polygon2Ds and one of my four tilemap nodes remained. Once I removed that tilemap, the objects displayed as expected.

In the MRP, only the tilemap and polygons exist in a single scene. I removed most of the tilemap's properties, but kept the .png file that the tilemap is drawing from. The .png file was created in Aseprite. There is a Polygon2D node `PolygonParent` which is a staircase-shape. There are two children of that Polygon2D: `PolygonRed` and `PolygonGreen` which should both be getting clipped by the boundaries of the parent. I found that by adjusting some properties of the Tilemap, such as disabling the `background` layer, I could no longer reproduce the issue.

I'm experiencing two issues in the MRP:
- When "Clip children" is enabled on `PolygonParent`, zooming in and out of the editor's 2D map will "teleport" `PolygonParent` to a position of roughly (150, 0). This is a visual glitch only - the position property does not actually change.
- When running the scene, `PolygonParent` again appears at the top of the screen. Adjusting the `z-index` property of `PolygonRed` or `PolygonGreen` can make them appear in the correct spot, though they are not clipped (I believe that last part is intended).

### Steps to reproduce

1. Zoom in and out of the 2D editor. Note when zooming out past 75% or so, the Polygons teleport to a wrong location roughly around position (0, 150) and are slightly cut off.
2. Run the scene in the MRP and note that the Polygons appear at the same wrong location.
3. With somewhat mixed results, I was able to get the Polygons to appear correctly by changing the position of the Tilemap. If the Y position of the Tilemap is set to -60 or below, it seems to "teleport" the Polygons to the correct spot.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/15237982/MRP.zip)
Repository: godot
Issue: SpinBox is missing context_menu_enabled property
Labels: enhancement,topic:gui

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Ubuntu

### Issue description

`LineEdit` comes with a `context_menu_enabled` property that allows the user to disable the right-click context menu.

`SpinBox` also does have a right-click context menu but appears to be missing the corresponding option to disable it.

I am currently working on a project where right-click context menu must be disabled as they'd cause issues.

### Steps to reproduce

See issue description.

### Minimal reproduction project (MRP)

n/a
Repository: vscode
Issue: Collapse/expand all code cells in jupyter notebook editor
Labels: feature-request,notebook-commands

Editing a jupyter notebook in the web browser, the global toolbar provides the option 'View -> Collapse All Code', which collapses all code cells, but leaves markdown cells and cell outputs intact. This option would be great to have in the notebook editor in vscode as well!

In the global toolbar in the jupyter notebook editor there is the button for 'Clear All Outputs', and from Ctrl+Shift+P I can also find the command 'Notebook: Collapse All Cell Inputs', but this collapses both code and markdown cells.

The Python Interactive window in vscode already behaves like 'Collapse All Code' in the browser. Clicking 'Collapse' or 'Expand' in the global toolbar affects only the code cells in the interactive window, leaving markdown rendered as HTML and other output untouched.
Repository: svelte
Issue: Svelte 5: differentiate between supported and unsupported TypeScript features
Labels: feature request,types / typescript

### Describe the problem

Svelte 5 supports TypeScript syntax natively, but it doesn't support TypeScript runtime features such as enums, `using`, decorators (related: #11397) and so on.

In general, a good piece of advice is 'don't use these features, they are a bad idea'. TypeScript isn't Babel — in 2024 it should be used for adding types, nothing more. But since not everyone is aware of this distinction or inclined to follow this advice, we need some way of handling these cases.

### Describe the proposed solution

The compiler should error when encountering these features with a message that invites people to use the TypeScript preprocessor:

> TypeScript decorators are a runtime feature that requires your code to be preprocessed before Svelte compiles it. See https://svelte.dev/docs/... for information on how to set up the preprocessor.

Not 100% sure what this would mean for TypeScript inside markup (or TypeScript that uses these features in `.svelte.ts` files, for that matter).

### Importance

nice to have
Repository: go
Issue: proposal: cmd/go: vendor: only copy files that the Go build system recognizes
Labels: Proposal

### Proposal Details

Currently `go mod vendor` copies all files in a package except:
- files whose name ends with `_test.go`
- files named `go.mod` and `go.sum`
- files whose names ends with `.go` and contain a `go:build ignore` constraint

This means that other random files are copied into the vendored directory.  For example, the vendored golang.org/x/sys/unix in the main repo includes `mkall.sh`, `mkerrors.sh`, and `README.md`.  There is no reason to vendor those files.

I propose that we change `go mod vendor` to only copy files that `go build` recognizes.  This is files that end with `.go`, `.c`, `.cxx`, `.swig`, and so forth.  Making this change would also require `go mod vendor` to look for `go:embed` directives and copy over all files that they mention (for example, the vendored files in `GOROOT/src/cmd/vendor/github.com/google/pprof/internal/driver/html`).
Repository: go
Issue: net: TestLookupGoogleSRV failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "net" && test == "TestLookupGoogleSRV"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/0772069c0703a6b9486a38d7a5c365e9b2ce8b1e)):

    2024/03/28 03:35:27 killing splice client after 5 second shutdown timeout
    panic: test timed out after 3m0s
    running tests:
    	TestCloseRead (10s)
    	TestCloseWrite (10s)
    	TestConnClose (10s)
    	TestListenerClose (10s)
    	TestLookupGmailMX (10s)
    	TestLookupGmailNS (10s)
    	TestLookupGmailTXT (10s)
    ...
    	/tmp/workdir-host-linux-loong64-3a5000/go/src/net/lookup.go:713 +0x20c fp=0xc000403ca8 sp=0xc000403098 pc=0x120192b1c
    net.(*Resolver).lookupSRV(...)
    	/tmp/workdir-host-linux-loong64-3a5000/go/src/net/lookup_unix.go:104
    net.(*Resolver).LookupSRV(0x12049cae0, {0x120333ea0, 0x1204cbbc0}, {0x1202d3deb, 0x4}, {0x1202d3c1a, 0x3}, {0x1202d5aef, 0xa})
    	/tmp/workdir-host-linux-loong64-3a5000/go/src/net/lookup.go:515 +0x78 fp=0xc000403d80 sp=0xc000403ca8 pc=0x120191aa8
    net.LookupSRV({0x1202d3deb, 0x4}, {0x1202d3c1a, 0x3}, {0x1202d5aef, 0xa})
    	/tmp/workdir-host-linux-loong64-3a5000/go/src/net/lookup.go:497 +0x80 fp=0xc000403e08 sp=0xc000403d80 pc=0x1201919e0
    net.TestLookupGoogleSRV(0xc000332b60)
    	/tmp/workdir-host-linux-loong64-3a5000/go/src/net/lookup_test.go:89 +0x194 fp=0xc000403f68 sp=0xc000403e08 pc=0x1201f5014
    testing.tRunner(0xc000332b60, 0x1202ec3f0)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: [Impeller] AHB "present ready" fence is not tracked till the completion of the command buffer.
Labels: P2,e: impeller,team-engine,triaged-engine

Right now, the fence waiter takes a unique pointer to a fence we only have a shared handle. The fence waiter must be reworked for shared handles and the encoder in the AHB swapchain must be held till that fence is signaled.
Repository: flutter
Issue: Add a value for jvmTarget to the Flutter Gradle Extension, for referencing in templates
Labels: t: gradle,P2,team-android,triaged-android

See https://github.com/flutter/flutter/pull/147326#pullrequestreview-2040953853
Repository: godot
Issue: Visibility Range "Fade Self" option hides shadows unexpectedly in Depth Pre-Pass
Labels: bug,topic:rendering,topic:3d

### Tested versions

- Reproducible in 4.3 dev 5 and 7cdad333114e6765351ed0facb48db228ef29b7b
- Only in Forward+ (likely due to limitations of https://github.com/godotengine/godot/issues/76774)


### System information

Godot v4.3.dev (32339a8c3) - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (nvidia) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

When using this combination:

* GeometryInstance3D > Visibility Range established
* Fade Mode set to Self
* Add a mesh instance with a material that enables Transparency = Depth Pre-Pass
* Enable Cast Shadows on meshes
* Add a light with shadows enabled

-- then no shadows are ever rendered. 

I assume the intention is to have shadows disappear when the object is actually invisible, as it does for an opaque material under the same circumstances.


### Steps to reproduce

See MRP. Move camera back and forth. 

Close up, one shadow missing on "GeoDistanceFadeSelf + Blend":

![screenshot-20240507-132534](https://github.com/godotengine/godot/assets/875407/9162cd27-ebca-4b4c-9b8e-3984fbc22225)

At a distance, all shadows for fadeable objects gone as expected:

![screenshot-20240507-132601](https://github.com/godotengine/godot/assets/875407/49f689ca-d3ae-4857-8ec1-22f0b2010b62)


### Minimal reproduction project (MRP)

[fade-shadow-test.zip](https://github.com/godotengine/godot/files/15239477/fade-shadow-test.zip)
Repository: godot
Issue: Excessive spacing between lines of code on Samsung Galaxy Tab S7.
Labels: platform:android,topic:editor,needs testing

 Issue Title:
Excessive Vertical Spacing in Code Editor on Various Devices

 Description:
There is excessive spacing between lines of code in both Godot 4.2.2 and Godot 3.6.0 versions, making it difficult to manage and read code effectively. The issue occurs across multiple devices, including Samsung Galaxy Tab S7 and others.

 Steps to Reproduce:
 1. Open the Godot editor on any supported device.
 2. Create a new script or open an existing one.
 3. Begin typing code into the editor, adding multiple lines.
 4. Notice how each line of code adds excessive vertical space, making the code difficult to manage.

 Tested Versions:
- Godot 4.2.2 (Stable): Issue observed.
- Godot 3.6.0 (Stable): Issue observed.

 Additional Information:
- The issue persists across multiple devices and versions of Godot, indicating that it may not be specific to a particular hardware configuration or engine version.

https://github.com/godotengine/godot/assets/169177552/2f8736a9-d24f-4ea6-a2ac-1cfe3b4176d2

https://github.com/godotengine/godot/assets/169177552/b88ddb61-4263-4c96-8d2d-f66ad6fdc0b8



### System information

Sorry, I don't know these things

### Issue description

Expected Behavior:
I expect the code editor to display normal spacing between lines of code, similar to other text editors or IDEs. Each line of code should not add excessive vertical space, allowing for better readability and management of code.


https://github.com/godotengine/godot/assets/169177552/2f8736a9-d24f-4ea6-a2ac-1cfe3b4176d2

[Uploading lv_0_٢٠٢٤٠٥٠٦١٨٢٢٤٦.mp4…](https://github.com/godotengine/godot/assets/169177552/b88ddb61-4263-4c96-8d2d-f66ad6fdc0b8)




### Steps to reproduce

Steps to Reproduce:

1. Open the Godot editor on a Samsung Galaxy Tab S7 running Android 11.
2. Create a new script or open an existing one.
3. Type the following code into the script editor:


```
extends CharacterBody2D

@export var speed = 400

func get_input():
    var input_direction = Input.get_vector("left", "right", "up", "down")
    velocity = input_direction * speed

func _physics_process(delta):
    get_input()
    move_and_slide()
```

4. Notice how each line of code adds excessive vertical space between them, making it difficult to manage and read the code effectively.

 Additional Information:

- Godot version: 4.2.2 (Stable)


https://github.com/godotengine/godot/assets/169177552/2f8736a9-d24f-4ea6-a2ac-1cfe3b4176d2



### Minimal reproduction project (MRP)

N/A
```[tasklist]
### Tasks
```
Repository: stable-diffusion-webui
Issue: [Bug]: The image turned black
Labels: bug-report

### 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
- [X] 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?

**When I started using the following command and used "Hires. fix", I encountered an issue where the image enlarged and turned black.**
`--use-ipex --skip-torch-cuda-test --lowvram --device-id 1`
err info: 
`RuntimeWarning: invalid value encountered in cast x_sample = x_sample.astype`

**Send me the following command, but everything is normal：**
`--use-ipex --skip-torch-cuda-test --no-half --no-half-vae --lowvram --opt-split-attention --opt-sub-quad-attention --precision full --device-id 1 `

my model:
sd_xl_turbo_1.0_fb16.safetensors

### Steps to reproduce the problem

use this command and models and use "Hires. fix":
`--use-ipex --skip-torch-cuda-test --lowvram --device-id 1`
sd_xl_turbo_1.0_fb16.safetensors

### What should have happened?

**Send me the following command, but everything is normal：**
`--use-ipex --skip-torch-cuda-test --no-half --no-half-vae --lowvram --opt-split-attention --opt-sub-quad-attention --precision full --device-id 1 `

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

_No response_

### Sysinfo

![屏幕截图 2024-04-06 235232](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/55623874/b2c6cbbe-0632-40fb-90e7-4562953bf28a)
cpu:13600k
gup:inte arc a750
memory:24g

### Console logs

```Shell
`RuntimeWarning: invalid value encountered in cast x_sample = x_sample.astype`
```


### Additional information

_No response_
Repository: pytorch
Issue: [Dynamo] Support tracing through _get_current_dispatch_mode_stack
Labels: good first issue,triaged,oncall: pt2,module: dynamo,dynamo-tensor-subclasses

### 🐛 Describe the bug

Internal xref: https://fb.workplace.com/groups/1075192433118967/posts/1425474381424102/

Unsupported call is

```
“Unsupported: 'skip function _get_current_dispatch_mode_stack in file /mnt/xarfuse/uid-630643/89abe7ff-seed-nspid4026531836_cgpid307940642-ns-4026531840/torch/utils/_python_dispatch.py’
```

Since we don't really support dispatch modes in torch compiles, it should be fine to return [] here. Easy starter bug.

High priority due to internal user request

### Versions

main

cc @gchanan @zou3519 @kadeng @msaroufim @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78
Repository: flutter
Issue: [flutter_tools] FormatException at _Utf8Decoder.convertSingle at dart:convert-patch/convert_patch.dart
Labels: tool,P2,team-tool,triaged-tool

On 3.19.6

Command: flutter debug_adapter

```
Thread 0 main threadFormatException: FormatException: Missing extension byte (at offset 1)
at _Utf8Decoder.convertSingle(convert_patch.dart:1741)
at Utf8Decoder.convert(utf.dart:349)
at Utf8Codec.decode(utf.dart:63)
at ByteToLineTransformer.bind.<anonymous closure>.<anonymous closure>(stream_transformers.dart:25)
at _rootRunUnary(zone.dart:1407)
at _CustomZone.runUnary(zone.dart:1308)
at _CustomZone.runUnaryGuarded(zone.dart:1217)
at _BufferingStreamSubscription._sendData(stream_impl.dart:339)
at _BufferingStreamSubscription._add(stream_impl.dart:271)
at _ForwardingStreamSubscription._add(stream_pipe.dart:123)
at _ExpandStream._handleData(stream_pipe.dart:233)
at _ForwardingStreamSubscription._handleData(stream_pipe.dart:153)
at _rootRunUnary(zone.dart:1407)
at _CustomZone.runUnary(zone.dart:1308)
at _CustomZone.runUnaryGuarded(zone.dart:1217)
at _BufferingStreamSubscription._sendData(stream_impl.dart:339)
at _BufferingStreamSubscription._add(stream_impl.dart:271)
at _SyncStreamControllerDispatch._sendData(stream_controller.dart:784)
at _StreamController._add(stream_controller.dart:658)
at _StreamController.add(stream_controller.dart:606)
at _Socket._onData(socket_patch.dart:2447)
at _rootRunUnary(zone.dart:1415)
at _CustomZone.runUnary(zone.dart:1308)
at _CustomZone.runUnaryGuarded(zone.dart:1217)
at _BufferingStreamSubscription._sendData(stream_impl.dart:339)
at _BufferingStreamSubscription._add(stream_impl.dart:271)
at _SyncStreamControllerDispatch._sendData(stream_controller.dart:784)
at _StreamController._add(stream_controller.dart:658)
at _StreamController.add(stream_controller.dart:606)
at new _RawSocket.<anonymous closure>(socket_patch.dart:1936)
at _NativeSocket.issueReadEvent.issue(socket_patch.dart:1379)
at _microtaskLoop(schedule_microtask.dart:40)
at _startMicrotaskLoop(schedule_microtask.dart:49)
at _runPendingImmediateCallback(isolate_patch.dart:118)
at _RawReceivePort._handleMessage(isolate_patch.dart:185)
```

As of 5/7, almost 600 reports but only 3 unique clients
Repository: stable-diffusion-webui
Issue: Proper installation guide for *CPU* users (Mostly laptops with no nvidia/amd support)
Labels: enhancement

### Is there an existing issue for this?

- [ ] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

A documentation for how to install the web ui for totally cpu usage, no cuda drivers no torch with cuda build required, just normal packages installed for CPU and that's it

Thanks in advance
Repository: go
Issue: x/crypto/chacha20poly1305: 15% performance regression on certain cpus 
Labels: NeedsDecision

### Go version

go1.22.0 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/jakob/.cache/go-build'
GOENV='/home/jakob/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/jakob/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/jakob/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.4'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/jakob/go/src/github.com/rfjakob/gocryptfs/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build2175247311=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Hi, I have a user reporting a 15% performance regression in gocryptfs ( https://github.com/rfjakob/gocryptfs/issues/828 ) due to change https://github.com/golang/go/issues/63871 .

The CPU is `Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz` so I guess too old for AVX but it does have PSHUFB.

Can PSHUFB be detected at runtime instead?

Reproducer is the built-in gocryptfs speed test:

    ./gocryptfs -speed

### What did you see happen?

With go 1.22: Slow XChaCha20-Poly1305

```
gocryptfs v2.4.0-15-g9958b63; go-fuse [vendored]; 2024-03-03 go1.22.0 linux/amd64
cpu: Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz; no AES acceleration
[...]
XChaCha20-Poly1305-Go            616.01 MB/s    (selected in auto mode)
```

### What did you expect to see?

With go 1.21: Fast XChaCha20-Poly1305

```
gocryptfs v2.4.0; go-fuse [vendored]; 2023-10-12 go1.21.3 linux/amd64
cpu: Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz; no AES acceleration
[...]
XChaCha20-Poly1305-Go            728.97 MB/s    (selected in auto mode)
```
Repository: go
Issue: internal/trace/v2: TestTraceIterPull failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "internal/trace/v2" && test == "TestTraceIterPull"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/5190e23c5bd3a98264b7224b5b3555935598aee3)):

    --- FAIL: TestTraceIterPull (0.00s)
        --- FAIL: TestTraceIterPull/Default (0.00s)
            trace_test.go:575: context deadline exceeded


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Scoop Godot Installation running in the background (terminal/console/command line)
Labels: platform:windows,discussion,topic:porting

### Tested versions

- Reproducible in 4.2.stable.

### System information

Windows 10

### Issue description

I am using godot-rust, and I need the standard output and error for debugging purposes of my code, so I followed the command line installation documentation and installed godot through scoop. The problem is, every time I run the command, nothing gets printed, and I am able to execute other commands. I talked about it in the godot-rust server and it seems likely that the scoop intallation might be running godot on the background, but it should be in the foreground, since I believe it is more useful to be able to see the output than, just not.

### Steps to reproduce

Install Scoop:
```
Set-ExecutionPolicy -ExecutionPolicy RemoteSigned -Scope CurrentUser
Invoke-RestMethod -Uri https://get.scoop.sh | Invoke-Expression
```

Add bucket extras:
```
scoop bucket add extras
```

Install godot:
```
scoop install godot
```

Run godot:
```
godot
```

### Minimal reproduction project (MRP)

No project is necessary.