sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: CollisionObject2D can no longer get shapes from TileMaps
Labels: enhancement,discussion,topic:2d

### Godot version

4.0.beta2

### System information

Windows10, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2080 Super with Max-Q Design  

### Issue description

PR #25649 added the ability for `CollisionObject2D` to get shapes from `TileMaps` via `use_parent`. 
This feature still exists in the latest `3.5.1-stable` but in `4.0.beta2` that feature is no longer available. 

`use_parent` is missing from TileMap. This means objects inheriting from `CollisionObject2D` like `RigidBody2D` can no longer get collision shapes from TileMap. 

### Steps to reproduce

### Reproduction Steps:
- Create Node2D as root (`/Node2D`)
- Create child RigidBody2D (`/Node2D/RigidBody2D`)
- Create child TileMap (`/Node2D/RigidBody2D/TileMap`)

RigidBody2D will show ⚠ in `4.0.beta2` because collision shape can not be found. 

### 4.0.beta2
![image](https://user-images.githubusercontent.com/624483/193830119-e2a856ab-e80e-4605-8dd1-833c3724421c.png)

### 3.5.1
![image](https://user-images.githubusercontent.com/624483/193829901-6f730820-5758-48ef-9da0-94a90f574b1a.png)



### Minimal reproduction project

Minimal project with hierarchy described above created in 3.5.1-stable.

[godot-tilemap-use-parent.zip](https://github.com/godotengine/godot/files/9707153/godot-tilemap-use-parent.zip)
Repository: neovim
Issue: vim.ui_attach: support `override`
Labels: enhancement,lua

### Feature already in Vim?

n/a

### Feature description

I'm running into [a conflict](https://github.com/folke/noice.nvim/issues/10) between neovide and an experimental UI extension called [noice](https://github.com/folke/noice.nvim), and I have a feeling it might be related to the default behavior of `nvim_ui_attach`'s [override option](https://neovim.io/doc/user2/ui.html#ui-option):

> false: (default) Disable UI capabilities not supported by all connected UIs (including TUI)

would it be possible to support passing `override=true` to `vim.ui_attach` (the lua API)?
Repository: neovim
Issue: vim.ui_attach: sometimes `ui-multigrid`, `ui-linegrid` events come through
Labels: bug,ui,lua,ui-extensibility

### Neovim version (nvim -v)

nightly

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

not relevant

### Operating system/version

linux

### Terminal name/version

kitty

### $TERM environment variable

xterm-kitty

### Installation

bob

### How to reproduce the issue

Hard to reproduce unfortunately. I seem to randomly get other types of events.

`grid_destroy` seems to sometimes come in when starting Neovim (and Noice)

the multigrid `win` events happened for someone else https://github.com/folke/noice.nvim/issues/14

Not a big issue since I simply ignore those events, but wanted to make sure this is documented

### Expected behavior

Should only get events from the handlers I specified.

### Actual behavior

Get other events
Repository: go
Issue: proposal: net/http: log errors during serve() 
Labels: Proposal

 If this should be categorized as something other than a proposal, I apologize, feel free to change as necessary. It didn't seem quite like a bug, and nothing else seemed like a good fit.


## Current State

If `http.Serve` encounters an error while serving a request (but before sending it to any handlers via `ServeHTTP`), there are cases where HTTP responses are sent to clients, with no logging performed to inform the operator that a request even occurred. Notable cases include:
- unsupported transfer encoding in the http request (not response)
- unsupported/malformed HTTP protocol version
- missing/malformed host header
- invalid header name/value
- malformed method/http request
- HTTP Request Header's max length exceeded

`http.Server` has no hooks in place to allow for custom access log messages for these requests, but does have an `ErrorLog` attribute. However, it is not used to log any of these failures. It is used to log other per-request errors, such as the following:
- invalid context lengths
- superfluous/invalid attempts write calls for responses
- TLS handshake failures
- recovered panics encountered while serving a request
- if enabled, warnings regarding query params being delimited with semicolons


## Proposals

### Quick and Easy

We add `logf()` calls to the `serve()` function that log the failures being encountered prior to sending responses.

### Thorough and Flexible

1. Add a new `http.AccessLogger` interface with one function: `ServeHTTP(rw http.ResponseWriter, r *http.Request, next http.HandlerFunc)`
1. Provide a built-in AccessLog handler for people to use if they do not wish to implement their own.
1. Add an `AccessLog http.AccessLogger` attribute to `http.Server` (defaulting to nil) that if present is called when writing *any* responses to the client. Currently consumers of `http.Server` need to provide access logging functionality on their own, but are unable to catch all responses sent. This would allow for a realitively easy drop-in + opt-in replacement for existing access log handlers.
Repository: neovim
Issue: Python provider fails when opening nvim with a .py file
Labels: documentation,provider,has:plan

### Neovim version (nvim -v)

0.8.0

### Vim (not Nvim) behaves the same?

not sure is replicable

### Operating system/version

macOS 12.6

### Terminal name/version

kitty 0.25.2

### $TERM environment variable

xterm-256color

### Installation

brew install neovim

### How to reproduce the issue

```
python -m venv ~/nvimvenv
cd ~/nvimvenv
. ./bin/activate
pip install --upgrade pip
pip install neovim
deactivate
cd ~
---
optional: install CoC and CocInstall coc-snippets
---
init.vim add: `let g:python3_host_prog = $HOME . '/nvimvenv/bin/python3'`
cd mypythonproject
nvim
---
:call pyxeval('1')
note result (no error)
---
nvim mypythonfile.py
:call pyxeval('1')
throws error, cannot find python provider, run checkhealth
---
checkhealth provider
shows no errors in either scenario.
```

### Expected behavior

when running `call pyxeval('1')`, regardless of opening nvim with a file as an argument or not, it should be able to locate and execute with the specified python provider.

### Actual behavior

opening nvim with a .py file as argument seems to cause some bug with pyxeval, but checkhealth provider still works fine.

I notice this with CoC and coc-snippets, where it will fail on open of the .py file, but only if its an argument to nvim. whether or not the local project has its own virtualenv that is activated or not seems to have no bearing.
Repository: godot
Issue: AddCustomType from EditorPlugin with C# script doesn't expose child nodes
Labels: bug,topic:dotnet

### Godot version

3.5.1.stable.mono

### System information

Windows 11

### Issue description

Creating a custom node with the `EditorPlugin` functionality in C# is not allowing the children of that custom node to appear in the editor or at runtime when that custom node is added via the editor (clicking the plus button to add a scene in the editor and adding the custom type to the scene). However, the custom node recognizes the child nodes correctly when added via the file system (dragging and dropping the `.tscn` file into the scene tree). The custom node also works when instanced via a script with `ResourceLoader.Load()`.

### Steps to reproduce

1. Go to the Plugins tap under Project Settings.
2. Click create and follow the dialog to construct the default `EditorPlugin` script for C#.
3. Make sure to add the `[Tool]` attribute above and the `#if #endif TOOLS` preprocessor directives.
4. Override `_EnterTree()` and add the `AddCustomType()` there.
5. Create a separate `Control` script and scene with `[Tool]` which will be the custom type.
6. Add child nodes to that custom type.
7. When that custom type is added via the editor the children are not exposed so they don't appear in the editor or at runtime. Also, the child nodes can't be found via scripts with `GetChildCount()` or with `GetNode()`.

### Minimal reproduction project

[test_bugs.zip](https://github.com/godotengine/godot/files/9708083/test_bugs.zip)
Repository: react
Issue: [DevTools Bug]: "Message length exceeded maximum allowed length" when profiling a complex application
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

N/A

### Repro steps

When profiling a complex, proprietary app, I regularly get an error message, "Message length exceeded maximum allowed length."

Steps to reproduce:

1. Within the Dev Tools, go to the Profiler tab.
2. Click the "Start Profiling" button.
3. Let the app run for a bit. Do some things in the app.
4. Click the "Stop Profiling" ("record") button.

At this point, the Chrome Dev Tools console logs an error:

```
contentScript.js:116 Uncaught Error: Message length exceeded maximum allowed length.
    at handleMessageFromPage (contentScript.js:116:10)
```

And the Profiler tab is stuck with the message, "Processing data... This should only take a minute."

The error is thrown from https://github.com/facebook/react/blob/64fe791be84ad04a4a1d005376ba5cf5701db9b7/packages/react-devtools-extensions/src/contentScript.js#L36

The last time this occurred, when breaking on exceptions at that line, `JSON.stringify(event.data.payload).length` reports 92074565. I can provide further information on the contents of the problematic `event.data.payload` if that would be helpful.

I apologize for the lack of a reproducible test case - it's a complex app (which is why I was looking into profiling), and I don't think I could simplify it down to a public test case while triggering the error.

### How often does this bug happen?

Often

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: go
Issue: proposal: runtime/pprof: make the CPU profile maximum stack size configurable
Labels: NeedsInvestigation

CPU profiles currently have a [hard-coded](https://cs.opensource.google/go/go/+/refs/tags/go1.19.1:src/runtime/cpuprof.go;l=23) maximum of 64 frames per call stack. However, this limit can be too low, especially when programs use middleware libraries or deep recursion. Call stacks deeper than 64 frames get truncated, which makes profiles difficult to interpret.

I propose making the maximum stack size configurable. Specifically, we can build on the API accepted in #42502 and add the following method to configure the maximum stack size:

```
// SetMaximumStackSize limits call stacks in the profile to no more than n frames.
// If no limit is set, the default is 64 frames.
func (*CPUProfile) SetMaximumStackSize(n int)
```

(Should n <= 0 imply no limit? Or to use the default? Or should it be considered invalid and panic/cause CPUProfile.Start to return an error?)

Alternatively, the hard-coded limit could be increased. This could be implemented with no new public API. One reason for making the limit configurable, as opposed to just increasing it, would be to manage the overhead of CPU profiling due to collecting call stacks. Users who want to reduce CPU profiling overhead can keep the limit low. Users who want more detailed profiles can raise the limit.

See also #43669. I've limited this proposal to CPU profiles since this change is easier given the current profile implementations. Ideally the limit for all profile types could be increased, especially for the heap, mutex, and block profiles where the current limit is even lower.
Repository: godot
Issue: Navigation pathfinding doesn't work with dynamic regions
Labels: discussion,topic:navigation,performance

### Godot version

3.5, 4.0 beta 2

### System information

All

### Issue description

Navigation server API functions:
`map_get_path()`
`query_path()`

Both return a path as a list of points in world space. This means that the path becomes invalid the moment you change the transform of the regions in which navigation is taking place, because the points are generated from the old position of the region, and are not updated with the new region transform.

There is a `region_set_transform()` which is called when the region is moved.

Additionally, moving the region is prohibitively expensive to call in realtime. It causes rebuilding of the polys in a region in world space, an update of the polygons in the navigation map, and subsequent edge finding to build connections every frame the node is moved.

### Steps to reproduce

Create a navigation region, move an agent using a pathfind across the region, while rotating the region node.

### Minimal reproduction project

N/A.

### Discussion

It is clear that the navigation has been built without dynamic use in mind.

In real game situations, it would be nice if region could move. Examples include ships, rotating walkways etc. Pathfinding only functioning in static areas is quite limiting.

This could be ameliorated by e.g.:
1) Invalidating paths that contain regions that have been moved
2) Returning paths as points in region space

(1) Would be very CPU hungry and not appropriate for moving areas.
(2) Would require passing the path points as a combination of point, and reference to the region.

(2) would allow lookup of the current location of the waypoint on each frame / tick, taking into account movement of the region. Note that there would still be problems on connections between moving regions, so probably an additional step like performing a new pathfind on exiting the region would be necessary.

#### Region Connections
The region connections are currently remade for the entire map in `NavMap::sync()` every time a region moves. This code looks intended to be used as a "baking" type step rather than per frame.

I'm suspecting we should have two methods of moving region nodes (`NavigationMeshInstance`):

* Free dynamic movement (all existing connections are severed, and only jump links are considered)
* Baked connections (probably done explicitly through a call, as this is expensive)

This is slightly complicated because you may have several `NavigationMeshInstance`s that move as a group. If their transforms are identical, there is theoretically no need to recalculate the connections between the regions.

In order to make this all work a bit more sensibly, it may be possible to move from a model of copying all region polys to the map, and using them statically, to a system of considering connections _between_ regions (i.e. region focused rather than map focused). Only regions that have moved in relation to each other require recalculation of connections.
Repository: rust
Issue: LLVM_ERROR: access past stack top
Labels: A-LLVM,I-ICE,T-compiler,C-bug,A-target-feature

While playing around with https://github.com/rust-lang/rust/issues/102664  I noticed a different llvm error:


<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.

http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/

-->

### Code

```Rust
fn main() {
  let x = 1 as f64 / u128::MAX as f64;
  dbg!(x);
}
```
compiled with `-C opt-level=3 -C target-feature=-sse2 -C lto=fat` will cause an llvm error:
`LLVM ERROR: Access past stack top!`


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.66.0-nightly (f83e0266c 2022-10-03)
binary: rustc
commit-hash: f83e0266cf7aaa4b41505c49a5fd9c2363166522
commit-date: 2022-10-03
host: x86_64-unknown-linux-gnu
release: 1.66.0-nightly
LLVM version: 15.0.2
```
Repository: PowerToys
Issue: Keboard Manager / Add french symbole
Labels: Needs-Triage

### Description of the new feature / enhancement

Add &é"'-è_çà 

### Scenario when this would be used?

For french keyboard user.


### Supporting information

![image](https://user-images.githubusercontent.com/72224747/193879978-b8477646-4178-4ca2-a91f-a2030d0bf355.png)
Repository: godot
Issue: create_tile in a TileMap via GDScript 2.0
Labels: discussion,documentation,topic:2d

### Godot version

4.0 Beta 2

### System information

Windows 10

### Issue description

I tried to recreate the tiled map importer for the new tileMap Systen.

The Tileset is created and then
i try to create the AtlasSource
var ts_atlas_source = TileSetAtlasSource.new()
i get the coords and the size of the tile i want to add to the atlas_source
ts_atlas_source.create_tile(t_coord, t_size)
after that the tile count in the atlas source is still zero


### Steps to reproduce

create a tileset, set a texture, get coords and size of tile and try to add it to the atlas_source... 

### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: Feature request to title images in the extra tab
Labels: enhancement

This is just a small feature request, for options in the "Extra" tab to title an image "n" times "m", with n\m from 1 to 20 each.

My current workflow is to create a image with the "Tiling" option first, then find the image on disk. Load it up online or launch Gimp to title it. After I save the new image, I open it in img2img as a background for further editing. The workflow would be faster with the new options, as there is already a button to send images to extra and on this tab to "Send to img2img" back.

The two new sliders for the variables to title the image in horizontal and vertical direction should be placed as the last option above the generator button on the extra tab.
Repository: vscode
Issue: Code action widget status bar border does not match editor hovers
Labels: ux,polish,editor-code-actions

## Code Actions

<img width="403" alt="CleanShot 2022-10-04 at 10 46 10@2x" src="https://user-images.githubusercontent.com/25163139/193889852-f8b4e675-19cd-4a78-ae57-d66d7073dda2.png">

## Editor Hover

<img width="531" alt="CleanShot 2022-10-04 at 10 46 14@2x" src="https://user-images.githubusercontent.com/25163139/193889874-a6fd564e-3864-43bf-befe-c34193b6c7aa.png">

It looks like the editor hover is doing this to achieve the softer border:
```
// hoverBorder === editorHoverBorder

collector.addRule(`.monaco-editor .monaco-hover .hover-row:not(:first-child):not(:empty) { border-top: 1px solid ${hoverBorder.transparent(0.5)}; }`);
```

I don't know of a way to pull this off in pure CSS when using our CSS vars. Might need to add the rule in the JS instead.
Repository: godot
Issue: Cannot convert project to AAB (Godot 3.5.1)
Labels: platform:android,needs testing,topic:export

### Godot version

3.5.1 stable

### System information

Windows 11

### Issue description

I tried for several times.. almosr two days... to convert my project in AAB .

in Godot 3.4.4 stable there s no issue but noq playe store required aab with api level 31.

For this reason I tried to use Godot 3.5.1 stable ... but i have this problem. During the conversion an exception occured:


"* What went wrong:
Could not determine the dependencies of task ':desugarReleaseFileDependencies'.
> javax.xml.bind.UnmarshalException
   - with linked exception:
  [org.xml.sax.SAXParseException; lineNumber: 1; columnNumber: 1; Il contenuto non è consentito nel prologo.]"



please help me my friends 
![Screenshot (37)](https://user-images.githubusercontent.com/106838359/193892419-c2b4ebd0-c2dd-4b1b-bd85-92f533ddd84d.png)


### Steps to reproduce

try to convert a project to an AAB on Godot 3.5.1 stable, with release key.

### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: SR3 super-resolution diffusion model?
Labels: enhancement

Any chance you could implement this kind of upscaling technique?
https://github.com/Janspiry/Image-Super-Resolution-via-Iterative-Refinement

It would use diffusion to upscale images generated by diffusion; what could be better?
Repository: stable-diffusion-webui
Issue: Pattern string to configure output organization (by session, by date, by output, etc.)
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
Typically I explore a different set of ideas with each session and it would be better for me to have outputs organized by sessions rather than accumulating in a single directory. 

**Describe the solution you'd like**
- A session can be configured to be started when the webui is launched and ends when it is shutdown, or alternatively new session starts each time the page is loaded. Furthermore, a new button in the UI allows the user to manually advance to a new session.
- We can configure whether a session should contain each output folder (text2img, img2img, etc.) or the other way around, a session folder in each output folder. To simplify things and allow maximum flexibility, I suggest making this a pattern string that specifies how an output should be stored. e.g. `{sessionname}/{outputtype}/{outputid}_{outputfile}`. This way the user could ignore the session thing and store them by date instead if they prefer, or drop the outputtype categorization which could be superfluous for a session-style workflow.

**Describe alternatives you've considered**

**Additional context**
I would be happy to provide a pull request for this if we all come to an agreement.

Cheers!