sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Failed to import resources when running Godot 4 in Linux ARM64 (Asahi)
Labels: bug,platform:linuxbsd,needs testing,topic:import

### Tested versions

- Reproducible in Godot 4.3 Stable (v4.3.stable.flathub [77dcf97d8]) (and perhaps 4.2, as I already had the issue in the past but didn't spend much time on it as I assumed it was an issue related to the GPU driver of the OS.)

### System information

Asahi Linux (Linux ARM64) - Godot v4.3 Stable - forward+/compatibility/mobile - CPU/GPU  M1 Pro Max 24 CU

### Issue description

Hello everyone, this is my first issue submission. Before I continue I want to thank everyone for the hard work on the project :fist_raised:

Just the other day Asahi Linux (ARM64 Linux for apple silicon-based Macs) got conformant Vulkan, OpenCL, OpenGL driver implementations, so I installed Godot to see if it finally worked alright. I cloned the repository of the game I am working on at the moment and I noticed a bunch of errors when first opening the project. All the errors read something like:

>  Failed loading resource: res://textures/texture-arm.jpg. Make sure resources have been imported by opening the project in the editor at least once.
>  editor/editor_node.cpp:1278 - Condition "!res.is_valid()" is true. Returning: ERR_CANT_OPEN

![Screenshot from 2024-10-12 11-22-33](https://github.com/user-attachments/assets/ec5d100a-2ff4-43dc-b1bc-7ee87975de7f)

On top of that, the editor would try to re-import all the assets every time it will regain focus from the OS. (For example if I did alt+tab to switch between opened apps)

I assume this is not a Git issue because the project loads just fine on both Linux x86_64 (my desktop machine) and MacOS ARM64 (My laptop, on its other OS).

I was looking for this error message online and I found some posts online where the solution was to manually delete the `.godot` folder of the project. I tried that but didn't work for me. I also tried deleting the generated `.import` files associated to the assets that couldn't load properly, and that seemed to work temporarily, as restarting the editor would cause the errors to appear again.

Sorry if I am missing something here, I would be glad to add more information to this if it is needed. I have attached a MRP project that reproduces the error constantly on my machine. Thanks again to everyone.



### Steps to reproduce

1- Install Godot 4 via flatpak on Asahi Linux
2- Open the MRP project
3- Dismiss asset import errors
4- Delete .import file of the texture_arm.jpg file to reimport the asset and "solve" the issue
5- Restart Godot editor to have the error appear again.

### Minimal reproduction project (MRP)

[test-project.zip](https://github.com/user-attachments/files/17349436/test-project.zip)
Repository: ollama
Issue: Any plans to add Pyramid-Flow?
Labels: model request

hi,

Do you plan to add https://github.com/jy0205/Pyramid-Flow ? 

Thanks
Repository: godot
Issue: Find in Files does not work with empty `Folder: res://` field
Labels: discussion,topic:editor,needs testing

### Tested versions

Reproducible in:
- `Godot v4.3.stable`

Not reproducible in:
- `Godot v4.2.1.stable`

### System information

Ubuntu 22.04.5 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

Find in Files (aka Ctrl+Shift+F) finds nothing unless you explicitly choose a folder to search in. So effectively you cannot search in whole `res://` tree. Even if you have all your source code in single folder like `src` or `scenes` it's still very irritating because Folder is empty by default when Find in Files is open first time since relaunching Godot.

EDIT: Ok, I found out that it's because of existence of `.gdignore` file (even empty one) in main folder.

### Steps to reproduce

- Restart Godot
- Select any word in any script
- Ctrl+Shift+F
- Click Find
- No results

### Minimal reproduction project (MRP)

~N/A~
It actually turned out to be project specific but I was not able to reproduce it in smaller project.
Repository: deno
Issue: Unable to start Slack Bolt application server
Labels: bug,node compat

Version: Deno 2.0.0
```
Task start deno run --allow-sys --allow-read --allow-env --allow-net ./src/app.ts
[INFO]  socket-mode:SocketModeClient:0 Going to establish a new connection to Slack ...
Warning: Not implemented: ClientRequest.options.createConnection
⚡️ Bolt app is running! ⚡️
error: Uncaught (in promise) Error: Unhandled event 'server explicit disconnect' in state 'connecting'.
    at StateMachine.handleUnhandledEvent (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/finity/0.5.4/lib/core/StateMachine.js:76:13)
    at file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/finity/0.5.4/lib/core/HierarchicalStateMachine.js:79:33
    at TaskScheduler.execute (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/finity/0.5.4/lib/core/TaskScheduler.js:29:7)
    at TaskScheduler.enqueue (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/finity/0.5.4/lib/core/TaskScheduler.js:19:12)
    at HierarchicalStateMachine.handle (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/finity/0.5.4/lib/core/HierarchicalStateMachine.js:72:24)
    at SocketModeClient.onWebSocketMessage (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/@slack/socket-mode/1.3.6/dist/SocketModeClient.js:608:31)
    at WebSocket.onMessage (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/ws/7.5.10/lib/event-target.js:132:16)
    at WebSocket.emit (ext:deno_node/_events.mjs:393:28)
    at Receiver.receiverOnMessage (file:///Users/adi/Library/Caches/deno/npm/registry.npmjs.org/ws/7.5.10/lib/websocket.js:1070:20)
    at Receiver.emit (ext:deno_node/_events.mjs:393:28)
```
Repository: godot
Issue: Subviewport path in a Sprite3D/ViewportTexture redirects to parent Node after being Played in another scene 
Labels: bug,topic:editor

### Tested versions

. v4.3.stable.mono.official
. v4.4 master build(9 October 2024)
. v4.2.2 stable.mono.official(Tested for earlier version still happens)
.v4.2.1 stable.mono.official(Tested for earlier version **Does not happen in this version**)

### System information

Windows 10 19045.5011  - Godot v4.3.stable.mono - Vulkan(Mobile) - dedicated NVIDIA GeForce RTX 2080 Ti (NVIDIA: 31.0.15.5244) - CPU : Intel(R) Core(TM) i9-10980XE  (36 Threads)

### Issue description

Subviewport Texture on a Sprite3D Path Redirects to Parent Node causing a "Viewport Texture must be set to use it" error and the texture disappears


![1](https://github.com/user-attachments/assets/e03ebd92-d6ae-4549-a809-2b6621fb1e8f)
![2](https://github.com/user-attachments/assets/2b3a6afa-3b46-423a-a048-7d882bac0a63)
![3](https://github.com/user-attachments/assets/feb1bf30-2f39-4780-ac93-d90ab53432c1)


### Steps to reproduce

.Create a Subviewport scene then save it do not close it in editor
.Create another scene either as Node3D or Sprite3D
.Attach the Subviewport scene to the scene above 
.if Node3D add a Sprite3D with a Subviewport connect path to Subviewport 
.Save Scene then Play the scene with the Sprite3D
.in editor after closing the play switch back to the Subviewport scene
.return to the Scene with the Sprite3D it will now change its path to the parent instead of the Subviewport scene in Subviewport Texture 

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Vscode 1.94 Remote Server raises the min required GLIBC to 2.27
Labels: info-needed

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version:  1.94.2
- OS Version: 

Steps to Reproduce:

Previous versions (1.93.x) of Vscode used to work with our legacy linux sever with LDD version 2.17, when upgraded to 1.94.x, I see errors like below

```
/commit_id/node: /lib64/libm.so.6: version `GLIBC_2.27' not found (required by ~/.vscode-server/bin/commit_id/node)
```

Older version of Vscode used to work with a banner that this version is not supported and by the below below article these older versions are to be supported until Feb 2025. Is there any change to this?

https://code.visualstudio.com/docs/remote/faq#_can-i-run-vs-code-server-on-older-linux-distributions
Repository: godot
Issue: Property Inspector shortcut keys don't take effect
Labels: bug,topic:editor,topic:input

### Tested versions

Reprodicible in:
- Godot v4.3.stable
- Godot v4.0.stable

This bug is **not** in
- Godot v3.4.4.stable.


### System information

Godot v4.3.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.6081) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

When assigning hotkeys/shortcut keys related to Property Editor (i.e. Inspector), they don't work, whether or not the Inspector is focused.

### Steps to reproduce

- Assign a shortcut to Property Editor > Expand All = Alt+X (Physical)
- Go back to Godot UI
- Click on Inspector to focus
- Press Alt-X

Result: properties not expanded
Expected result: shortcut should take the same effect as the Expand All function via the dropdown "tool" menu.

### Minimal reproduction project (MRP)

Bug is editor-related, not project-related.
Repository: excalidraw
Issue: Background color picker
Labels: enhancement

Seems like the color picker is missing here. I'd love to implement the solution if required.

![Image](https://github.com/user-attachments/assets/155ee4c6-e062-42ae-a940-0929fa13dce6)
Repository: PowerToys
Issue: PowerToys settings not saving
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

Module enable/disable settings are reset to the initial state every time the program is started.

### ✔️ Expected Behavior

Module enable/disable settings are saved

### ❌ Actual Behavior

Module enable/disable settings aren't saved

### Other Software

_No response_
Repository: rust
Issue: Tracking Issue for deterministic random number generation
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(deterministic_random_chacha8)]`

This is a tracking issue for `DeterministicRandomSource`, a deterministic random number generation that will always generate the same values for a given seed.

### Public API

```rust
// core::random;

pub struct DeterministicRandomSource { .. }

impl DeterministicRandomSource {
    pub const fn from_seed(seed: [u8; 32]) -> DeterministicRandomSource;
    pub const fn seed(&self) -> &[u8; 32];
}

impl RandomSource for DeterministicRandomSource { .. }
impl Random for DeterministicRandomSource { .. }
```

### Steps / History

- [x] ACP: https://github.com/rust-lang/libs-team/issues/394
- [ ] Implementation: #...
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- Is ChaCha8 the right random number generator to use? Given that this RNG should not be used for cryptographic purposes, ChaCha8 might be a bit overkill.
- Does the `seed` function make sense?

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: PowerToys
Issue: Share program windows between PCs (window without borders).
Labels: Needs-Triage

### Description of the new feature / enhancement

Just like mouce without borders, but we can move windows of programs across different displays. It seems like all displays from all PCs are part of a bigger unified desktop.

### Scenario when this would be used?

This is convinent when you need to move one window from you laptop to a bigger display connected to your workstation. No need to change the wiring or use screen casting or remote desktop.

### Supporting information

_No response_
Repository: vscode
Issue: Feature request: Contribution point for context menus in shell integration command decorations
Labels: feature-request,api,api-proposal,terminal-shell-integration

<!-- ⚠️⚠️ 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. -->
While VS Code has many contribution points for context menus, one area that lacks coverage is within [command decorations](https://code.visualstudio.com/docs/terminal/shell-integration#_command-decorations-and-the-overview-ruler) as part of Shell Integration

It would be helpful for extensions to be able to add context menus in command decorations so that users can run actions based on the last command executed.

This was seemingly explored in #151937 and #145234, but while the terminal itself got a context menu, the shell integration decorations did not

Adding a context menu contribution point here could also enable #150460, assuming the commands were passed the context of the current terminal execution

Thanks!
Repository: tauri
Issue: [feat] Get secure and http only cookies
Labels: type: feature request

### Describe the problem

Hi,

I would like to extract all cookies from the Tauri webview. Currently, using `document.cookie` doesn't include HTTP-only or secure cookies. Could you add an option to extract those as well on Windows/macOS/Linux?

Thanks!

### Describe the solution you'd like

For instance when using playwright with `page.cookies()` I can get all the cookies. 
Provide similar function on the webview instance.

### Alternatives considered

_No response_

### Additional context

You can try checking this by opening https://x.com/, logging in, and then attempting to extract all the cookies. You'll notice that some of them are missing.
Repository: go
Issue: proposal: encoding/xml: add omitzero option
Labels: Proposal

### Proposal Details

Since #45669 was accepted, for consistency, we should probably support `omitzero` option in `encoding/xml` with the exact semantic.
See comments https://github.com/golang/go/issues/45669#issuecomment-2289770548, https://github.com/golang/go/issues/45669#issuecomment-2315878346.
Repository: rust
Issue: Can `./x doc xxx` be exercised in PR CI or earlier?
Labels: T-bootstrap,T-infra,C-discussion,E-needs-investigation

Tool docs like `./x doc src/tools/compiletest` seemingly are run very late into the full CI pipeline, but that seems relatively easy and cheap to either run in PR CI or perhaps earlier in full CI? That might help to catch trivial broken intradoc links which can fail full CI like 2 hours in...

Not sure about compiler/std docs, but *some* tool docs might be okay to move earlier into the pipelines?

T-infra zulip link: https://rust-lang.zulipchat.com/#narrow/channel/242791-t-infra/topic/Can.20some.20doc.20checks.20happen.20in.20PR.20CI.20or.20happen.20earlier.3F
Repository: ui
Issue: [bug]: Cryptic error using NavigationMenu in next@rc.0
Labels: bug

### Describe the bug

```
 ✓ Compiled / in 18.8s (2684 modules)
debug-enabled [ 0, [ 'debug-enabled' ] ]
 ⨯     at stringify (<anonymous>)
    at stringify (<anonymous>)
digest: "1696842991"
 ⨯     at stringify (<anonymous>)
    at stringify (<anonymous>)
    at stringify (<anonymous>)
digest: "2045245497"
 ⨯     at stringify (<anonymous>)
    at stringify (<anonymous>)
    at stringify (<anonymous>)
    at stringify (<anonymous>)
digest: "2021445839"
 ⨯     at stringify (<anonymous>)
    at stringify (<anonymous>)
    at stringify (<anonymous>)
    at stringify (<anonymous>)
digest: "3138396719"
 ⨯     at stringify (<anonymous>)
    at stringify (<anonymous>)
    at stringify (<anonymous>)
digest: "1797312569"
```

### Affected component/components

Navigation Menu

### How to reproduce

- Just copy/paste the demo from https://ui.shadcn.com/docs/components/navigation-menu into a new project. It works.
- Now `npm i next@rc`
- It's broken

```
              <NavigationMenu>
                <NavigationMenuList>
                  <NavigationMenuItem>
                    <NavigationMenuTrigger>Item One</NavigationMenuTrigger>
                    <NavigationMenuContent>
                      <NavigationMenuLink>Link</NavigationMenuLink>
                    </NavigationMenuContent>
                  </NavigationMenuItem>
                </NavigationMenuList>
              </NavigationMenu>
```

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Next@rc
MacOs 14.6
Node 20
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: go
Issue: go/printer: form feed is wrongly treated as a newline
Labels: NeedsInvestigation

This is an unrealistic edge-case, found by a fuzzer.

Both of the go sources in the reproducer below, are parsed successfully, but the printed source (with `go/printer`) contains a syntax error:


```go
func TestReproducer(t *testing.T) {
	cases := []string{
		"package A\nimport(\"a\"/*\f*/\n\"bb\")",
		"package A\nfunc test() {\"a\"/*\f*/\n\"bb\"}",
	}
	for _, src := range cases {
		fset := token.NewFileSet()
		f, err := parser.ParseFile(fset, "test.go", src, parser.ParseComments|parser.SkipObjectResolution)
		if err != nil {
			t.Fatal(err)
		}

		ast.Print(fset, f)

		var out strings.Builder
		if err := Fprint(&out, fset, f); err != nil {
			t.Fatal(err)
		}

		_, err = parser.ParseFile(fset, "test.go", out.String(), parser.ParseComments|parser.SkipObjectResolution)
		if err != nil {
			t.Logf("source:\n%s\nformatted as:\n%s", src, out.String())
			t.Error(err) // test.go:4:11: expected ';', found "bb" (and 1 more errors)
		}
	}
}
```

```
[mateusz@arch go (master)]$ go test -run NotNewl -v go/printer -v
=== RUN   TestFormFeedNotNewline
    printer_test.go:887: source:
        package A
        import("a"/*
                    */
        "bb")
        formatted as:
        package A

        import (
                "a"     /*
                          */"bb"
        )
    printer_test.go:888: test.go:4:11: expected ';', found "bb" (and 1 more errors)
    printer_test.go:887: source:
        package A
        func test() {"a"/*
                          */
        "bb"}
        formatted as:
        package A

        func test() {
                "a"     /*
                          */"bb"
        }
    printer_test.go:888: test.go:4:11: expected ';', found "bb" (and 1 more errors)
```

This issue happens in the `(*printer).print` method.

https://github.com/golang/go/blob/b521ebb55a9b26c8824b219376c7f91f7cda6ec2/src/go/printer/printer.go#L1006-L1020

specifically here:

https://github.com/golang/go/blob/b521ebb55a9b26c8824b219376c7f91f7cda6ec2/src/go/printer/printer.go#L1007

`next.Line` is equal to 3 and `p.pos.Line` is also 3, which causes zero newlines to be inserted, this happens because the `(*printer).writeString` method treats `\f` as a newline and incorrectly increases the `p.pos.Line` field.

https://github.com/golang/go/blob/b521ebb55a9b26c8824b219376c7f91f7cda6ec2/src/go/printer/printer.go#L312-L334

This was a nightmare to debug, but it seems like a fix is a one-liner, will send a CL.
Repository: deno
Issue: Skip hostname checking for TLS connections
Labels: feat,tls

I'm missing the ability to disable hostname checking for TLS connections. Something comparable to Node.js' `checkServerIdentity` of [`tls.connect`](https://nodejs.org/api/tls.html#tlsconnectoptions-callback).
Repository: PowerToys
Issue: Keyboard Manager disables my Control Key
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. Remap a shortcut that has `ctrl` in it.
2. Wait a few minutes.
3. No other shortcuts that use `ctrl` that aren't "remapped" work.

_(Also happens with any other keys used in shortcuts)_

### ✔️ Expected Behavior

I expect to be able to use shortcuts like `ctrl `+ `c` in my everyday use of my device even when I remap (for example) `ctrl` + `left arrow` to something else.

### ❌ Actual Behavior

Keys that have been remapped don't work with other shortcuts.

### Other Software

Perhaps also a bug in combination with Logitech Options+
Repository: react-native
Issue: Text in FlatList is not selectable on Android
Labels: Issue: Author Provided Repro,Platform: Android,Component: FlatList

### Description

Bug previously opened [here](https://github.com/facebook/react-native/issues/26264). 

It was claimed to be fixed [here](https://github.com/facebook/react-native/pull/28952) but still reproduces on 0.75.4

### Steps to reproduce

Try to select text in provided reproducer, it won't work for item in flat list. Note that sometimes it will work after a hot reload. 

```
/**
 * Sample React Native App
 * https://github.com/facebook/react-native
 *
 * @format
 */

import React from 'react';
import {
  FlatList,
  SafeAreaView, StyleSheet,
  Text,
} from 'react-native';

function App(): React.JSX.Element {
  return (
    <SafeAreaView>
      <Text style={styles.text} selectable>I am selectable</Text>
      <FlatList data={[1]} renderItem={ListText}/>
    </SafeAreaView>
  );
}

const ListText = () => {
  return <Text style={styles.text} selectable>I am not selectable</Text>;
};

const styles = StyleSheet.create({
  text: {
    fontSize: 20,
    padding: 10,
  },
});

export default App;
```

### React Native Version

0.75.4

### Affected Platforms

Runtime - Android

### Output of `npx react-native info`

```text
info Fetching system and libraries information...
System:
  OS: macOS 15.0
  CPU: (12) arm64 Apple M3 Pro
  Memory: 206.94 MB / 36.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.9.0
    path: ~/.asdf/installs/nodejs/20.9.0/bin/node
  Yarn:
    version: 1.22.22
    path: /opt/homebrew/bin/yarn
  npm:
    version: 10.1.0
    path: ~/.asdf/plugins/nodejs/shims/npm
  Watchman:
    version: 2024.08.19.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.14.3
    path: /Users/johanlndll/.gem/ruby/3.1.4/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.0
      - iOS 18.0
      - macOS 15.0
      - tvOS 18.0
      - visionOS 2.0
      - watchOS 11.0
  Android SDK: Not Found
IDEs:
  Android Studio: 2024.2 AI-242.21829.142.2421.12409432
  Xcode:
    version: 16.0/16A242d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.10
    path: /usr/bin/javac
  Ruby:
    version: 3.1.4
    path: /Users/johanlndll/.rubies/ruby-3.1.4/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.75.4
    wanted: 0.75.4
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false
```


### Stacktrace or Logs

```text
Does not crash.
```


### Reproducer

https://github.com/LA-Johan/list-select

### Screenshots and Videos


https://github.com/user-attachments/assets/480fb515-b207-4774-b5a2-78127afd9268