sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot 4.0 does not find .NET native DLLs that aren't in the directory the editor is installed in
Labels: bug,confirmed,topic:dotnet

### Godot version

v4.0.beta1.mono.official [4ba934bf3]

### System information

Windows 10

### Issue description

In Godot 4, I have to copy native dlls into the install directory of the Godot Editor, or else the dlls will not be found when running in the Editor.
In Godot 3.5, this is not necessary because the dlls can be found if they are in the output directory, when running in the Editor.

I would expect the Editor to find native dlls in the output directory of the project and not require them to be copied to the Editor's install directory.

### Steps to reproduce

If you run the minimal reproduction project's Example.tscn in the Editor, it should fail to find the xlua dll.

If you edit Example.cs by commenting out the LuaEnv instantiation and set "UseSteam" to true, it will fail to find the steam api dll.

It will, however, copy the native dlls to Debug under mono.
If you copy the native dlls to the same directory the Godot 4 Editor is installed, it will find the dlls when running in the Editor.
It will still have errors, but those are unrelated to this issue.

Unrelated, but I'll mention it here because I'm not sure if this is a Godot issue or something else:
In Godot 3.5, Steamworks.SteamClient.Init() causes the overlay to appear on launch and be usable with shift+tab.
In Godot 4.0, this does not work.
There is an error reported relating to input, but that also happens in 3.5.

### Minimal reproduction project

[minimal_game_godot_project.zip](https://github.com/godotengine/godot/files/9580295/minimal_game_godot_project.zip)
Repository: godot
Issue: Godot 4 fresh project crash during material select
Labels: bug,topic:editor,needs testing,crash

### Godot version

Godot 4.0 Beta 1

### System information

Windows 10 - Using Vulkan Mobile -  NVIDIA - NVIDIA GeForce GTX 1660 SUPER

### Issue description

Fresh project crashes during orm material editing on a meshinstance

```
Godot Engine v4.0.beta1.official.20d667284 - https://godotengine.org
ERROR: Condition "!windows.has(p_window)" is true.
   at: window_resize (drivers/vulkan/vulkan_context.cpp:1497)
Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 SUPER

WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:75)
WARNING: FBX file import is enabled in the project settings, but no FBX2glTF path is configured in the editor settings. FBX files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:99)
```

### Steps to reproduce

Just create a 3d scene
Make a 3d node inside
Add a mesh instance
For surface, add orm material
try to edit albedo color

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Allow font selection for profile icons
Labels: Issue-Feature,Help Wanted,Area-Settings,Product-Terminal

# Allow font selection for profile icons
As it stands right now, profile icons can either be a valid image file or a valid Unicode character (typically Emoji). I was playing around with alternatives, and it looks like that any character in the Segoe font family will play nice, even if updated on a Windows 10 machine to Segoe Fluent. I think that adding the ability to select an arbitrary font for text-based icons would open some doors for people who would prefer to use something like [Material](https://github.com/google/material-design-icons) or [Nerd Fonts](https://github.com/ryanoasis/nerd-fonts) for a consistent style and wider range of available icons. It would also have the benefit of scaling on screens better than your average PNG.

Here is a slapdash mockup of what I am describing:
![mockup](https://user-images.githubusercontent.com/36086015/190551759-6eeed459-1ecd-4853-a522-d1cc977b0f72.png)
Repository: stable-diffusion-webui
Issue: img2img alternative give better result with negative values
Labels: bug-report

Hi I have modified the ui-config.json and add negative value to "decoder CFG scale" and get better result on all my test, generally I use -3 values, someone know why it's work better ?
Repository: godot
Issue: Image data fails to update when a byte is changed directly
Labels: bug,topic:gdscript

### Godot version

4.0.beta1

### System information

Windows 11

### Issue description

When trying to change a byte in the data byte array by index, the byte in the array doesn't seem to change. Running the same code in 3.5.stable works correctly.

Input:
```gdscript
func _ready() -> void:
	var image: Image = Image.new()
	image.create(5, 5, false, Image.FORMAT_R8)
	image.data["data"][0] = 5
	image.data["data"][1] = 10
	image.data["data"][2] = 15
	
	print(image.data["data"])
```

Output:

`[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]`

The output should look like this:

`[5, 10, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]`

### Steps to reproduce

- Create an image with any size, no mipmaps, and format r8.
- Change a byte in the array with any valid index.
- Print the array.

### Minimal reproduction project

_No response_
Repository: godot
Issue: 3.5.x cannot reimport GLB with 2 materials
Labels: bug,topic:import,topic:3d

### Godot version

v3.5.stable.official, v3.5.1.rc1.official

### System information

Windows 10, GLES3, NVIDIA GeForce RTX 3070 Ti, Blender 3.3.0

### Issue description

If you re-import a GLB file with two or more materials, the following error will be dumped to the output:
>  editor/editor_file_system.cpp:1724 - BUG: File queued for import, but can't be imported!
 editor/editor_file_system.cpp:1725 - Method failed.
 editor/editor_file_system.cpp:1724 - BUG: File queued for import, but can't be imported!
 editor/editor_file_system.cpp:1725 - Method failed.

### Steps to reproduce

* In blender 3.3 create an empty scene.
* Add a default cube.
* Add a second material and assign some faces to the second material. No complicated changes necessary, just change its colour or something.
* Export as GLTF 2.0 with default settings into your Godot project.
* Godot will import correctly with the two materials being created and the GLB having a cross icon:
![image](https://user-images.githubusercontent.com/334808/190558097-44598bb5-e299-4175-ba95-10a7d3bdd301.png)
* Make any change in blender then re-export and overwrite your GLB file
* Godot will re-import but error. The GLB icon is no longer a cross, but output has the following error:
> editor/editor_file_system.cpp:1724 - BUG: File queued for import, but can't be imported!
 editor/editor_file_system.cpp:1725 - Method failed.
 editor/editor_file_system.cpp:1724 - BUG: File queued for import, but can't be imported!
 editor/editor_file_system.cpp:1725 - Method failed.
![image](https://user-images.githubusercontent.com/334808/190558233-0a57dbca-1cfb-45cd-b5a9-e2bf4963cb6d.png)


### Minimal reproduction project

Demonstration repo here: https://github.com/Flynsarmy/gd-brokenimport
It's just a completely blank project with an empty main scene and the GLB and .blend files.
Repository: godot
Issue: Add font LCD subpixel layout editor settings
Labels: enhancement,topic:editor

### Godot version

4.0 Beta1 Mono

### System information

Windows 10 64-bit

### Issue description

In the Project Settings, you can set the LCD Subpixel Layout to use (such as RGB). This option is missing from the Editor Settings. On my monitor, the layout appears to be inverted from what it should look like, and I have no way of changing it.

### Steps to reproduce

Look in Editor Settings for subpixel anti-aliasing on fonts.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Suggest missing `.` for typo in ranges
Labels: A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut

<!--
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along with any information you feel relevant to replicating the bug.

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isolation), please provide the steps or even link to a repository that causes
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Given the following code: [link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=0300f4461f842bd97174008ab25938a4)

```rust
fn main() {
    for i in 0.10 {

    }
}
```

The current output is:

```
Compiling playground v0.0.1 (/playground)
error[[E0277]](https://doc.rust-lang.org/nightly/error-index.html#E0277): `{float}` is not an iterator
 --> src/main.rs:2:14
  |
2 |     for i in 0.10 {
  |              ^^^^ `{float}` is not an iterator
  |
  = help: the trait `Iterator` is not implemented for `{float}`
  = note: required for `{float}` to implement `IntoIterator`

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` due to previous error
```

<!-- The following is not always necessary. -->
Ideally the output should suggest adding a `.` due to the typo. Thanks.

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change.
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Repository: material-ui
Issue: [RFC] The way to override components and slots
Labels: package: material-ui,package: joy-ui,RFC

### What's the problem? 🤔

Before reading this RFC, please go through #34333 first so that we are on the same page about the meaning of `components` and `slots`.

From #33416, and #21453 it seems like we are only talking about slot override (replacing the slot). However, for Material UI and Joy UI, we also need a component override (changing the HTML tag of the slot).

### What are the requirements? ❓

- How to override the HTML tag on each slot
- How to replace the slot with a custom React component

### Proposed solution 🟢

My proposed solution aims for the least breaking changes. All components (MUI Base, Material UI, and Joy UI) should follow this:

**Components with a single slot (`root`)**

- `component` (existing prop): for changing the root slot's HTML tag. (I think we should not drop this prop because it will be a huge breaking change)

~For this kind of components, it does not make sense to replace the root slot so having just `component` prop is cleaner.~ This is not true for MUI Base 🤔.

**Components with more than one slot**

- `component` (existing prop): for changing the subcomponent of the root slot (could be an HTML tag or React element).
- `slots` and `slotsProps` same as https://github.com/mui/material-ui/issues/33416
- `slots.{slot}.component`: for changing the subcomponent of the target slot (could be an HTML tag or React element).

To replace the HTML of the slot, use `slotsProps={{ listbox: { component: 'div' } }}`.

**Components that have nested components**

See the [problem](https://github.com/mui/material-ui/issues/34176) and another [example](https://github.com/mui/material-ui/pull/33797)

Flatten the nested component slots with a new name. For example, `TextField` has `Input` as a nested component could look something like this:

```js
<TextField
  slotsProps={{
    root: {...},
    inputRoot: { ... },
    inputInput: { ... },
    helperText: { ... }
  }}
/>
```
Repository: vscode
Issue: Cannot read properties of null (reading 'startLineNumber')
Labels: error-telemetry,inlay-hints

```javascript
TypeError: Cannot read properties of null (reading 'startLineNumber')
at f.getStartPosition in src/vs/editor/common/core/range.ts:305:29
at <anonymous> in src/vs/editor/contrib/inlayHints/browser/inlayHintsLocations.ts:109:92
at v.invokeFunction in src/vs/platform/instantiation/common/instantiationService.ts:61:11
at tn.invokeWithinContext in src/vs/editor/browser/widget/codeEditorWidget.ts:452:37
at o in src/vs/editor/contrib/inlayHints/browser/inlayHintsLocations.ts:100:15
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=784b0177c56c607789f9638da7b6bf3230d47a8c&bH=228bc17e-b347-9676-fa6f-f158210aa64f)
Repository: terminal
Issue: Terminal Output Logging Functionality
Labels: Area-TerminalControl,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement
Something that is really missing from the terminal is a logging option for all the output that is currently displayed in the screen. Either plain output or with timestamps of the time the command was issued. It can be saved either in raw format or saving also the colours and other characters from the terminal.

<!-- 
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Describe why and how a user would use this new functionality (if applicable).
-->
The problem is that there isn't a solid way to log the output on the terminal. On some linux devices you can use the `script` program but it is buggy and requires a lot of changes to make it work as intended. There are other terminal emulators that provide this functionality and it is amazing, as it allows to check all the logs of all sessions. One emulator that is doing this is MobaXterm. Below is an image from that feature settings.

![image](https://user-images.githubusercontent.com/7673732/190585222-4c7937f6-fb6b-4a14-8f00-21427a21ccce.png)

<!--# Proposed technical implementation details (optional)-->

<!-- 
A clear and concise description of what you want to happen.
-->
I would like to add an option on the profile selection (or anywhere that is relevant) asking for similar parameters either where the red box is, or on the advanced tab.
![image](https://user-images.githubusercontent.com/7673732/190585573-dd2c639d-6ea8-4438-b2d4-0789dce41225.png)
The feature should have the option to be enabled by default , select the format (plain or rich text) and the location of the files that will be saved. Also, it would be good to give the option to name the logs with parameters like: timestamp when the session started, username and host (like the title on the terminal windows).
I am not sure if it is duplicate, i searched but i couldn't find a similar issue. If it is please close it
Repository: PowerToys
Issue: Disable "Find My Mouse" when Using Tablet as input device  
Labels: Idea-Enhancement,Product-Mouse Utilities

### Description of the new feature / enhancement

It would be great if we could **exclude input devices** from **Find My Mouse**. 
When I'm using my tablet for drawing, Find My Mouse accidentally activates all the time. 

Also, when using the Tablet, you don't need to use Find My Mouse, as the cursor position is absolute, not relative.

So, it would be great if I could deactivate Find My Mouse when I'm using my Wacom Tablet. 


### Scenario when this would be used?

When using tablet as input device. 

Then  “Find My Mouse” feature is useless and obtrusive. 

### Supporting information

I can exclude App which I usually use with Tablet, but this is not an ideal solution. If I use them with a mouse, which I often do too, then Find My Mouse won't work. Also, I sometimes use other programs with Tablet too, then Find My Mouse is active and can be disruptive.
Repository: godot
Issue: awaiting in `EditorScript._run()` doesn't work.
Labels: bug,topic:core,confirmed

### Godot version

4.0.beta1

### System information

Win11

### Issue description

Run editor script like this:
```gdscript
@tool
extends EditorScript

func _run():
	var tree = get_editor_interface().get_tree()
	await tree.create_timer(1.0).timeout
	print("timeout")
```
The script is freed immediately, and after 1sec the editor prints error `Resumed function '_run()' after await, but class instance is gone. At script: res://await_bug.gd:6`

=====
It will works fine if you `reference()` the script manually:
```gdscript
func _run():
	reference()
	var tree = get_editor_interface().get_tree()
	await tree.create_timer(1.0).timeout
	print("timeout")
	unreference()
```

### Steps to reproduce

N/A

### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: Use the transparancy of the uploaded mask - it is currently ignored
Labels: enhancement

I have noticed that the transparency values I have in PNG masks are ignored when rendering the final image. It is just a jagged edge.   

It would be good if it respected the alpha values of pixels in PNG files. This would mean we could set mask blur to 0 and use our own values from the mask.

Thanks
Repository: vscode
Issue: Git - Stop git fsmonitor--daemon beforce closing / renaming / deleting a repo
Labels: bug,git

<!-- ⚠️⚠️ 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. -->
When `core.fsmonitor=true` is set in .gitconfig, Git spawns a process in the background to monitors files changes in a repo and speed up updates to its index. This feature is available since Git 2.32 in Git for Windows (I'm not sure about other platforms) : https://github.com/git-for-windows/git/discussions/3251

![image](https://user-images.githubusercontent.com/11949623/190620130-a8590922-9d12-45e8-b27c-636e075163ea.png)

The problem is, that once it is launched, this daemon process stays in the background forever, preventing basic actions like renaming, moving or deleting the directory it watches. And because VS Code runs `git status` inside repos it opens, this leaves as many processes hanging in the background:

![image](https://user-images.githubusercontent.com/11949623/190622178-db69485e-4bf1-4047-92bf-950f686d9f17.png)

The workaround is very simple: VS Code should run `git fsmonitor--daemon stop` before closing a workspace and also before renaming or deleting a repo (not files inside the repo, only the repo itself).
Repository: flutter
Issue: Framework tests fail only on M1 machines
Labels: a: tests,c: crash,framework,platform-mac,has reproducible steps,P2,platform-host-arm,found in release: 3.4,team-framework,triaged-framework

For context: https://github.com/flutter/flutter/issues/108399#issuecomment-1247882439

We can reproduce various golden file test failures when running tests on the framework, only on M1 machines.
Execute the `flutter test` command on the `master` branch (without any modifications) on an M1 machine. 
These test failures aren't produced on Intel-based mac machines.

### Steps to reproduce

1. `git clone https://github.com/flutter/flutter.git` on an Apple Silicon (M1) machine.
2. Execute `flutter test` under `flutter/packages/flutter`.

**Results** 

This is confirmed on three different M1 machines, locally, as well as in a CI/CD (Codemagic).

### Local Failed tests (M1 machines)
[flutter_test_results_taha.log](https://github.com/flutter/flutter/files/9583437/flutter_test_results.log)

From @bleroux 
[flutter_test_results_bruno.log](https://github.com/flutter/flutter/files/9583446/flutter_test_results.log)

### CI/CD Failed tests (Codemagic M1 machine)
[flutter_test_results_cm_m1.log](https://github.com/flutter/flutter/files/9583464/flutter_test_results.log)


### Passed tests (Intel-based mac machine)
From @huycozy 
[flutter_test_results_huy_intel.log](https://github.com/flutter/flutter/files/9583457/flutter_test_results.log)

### CI/CD passed tests (Codemagic Intel-based mac machine)
[flutter_test_results_cm_intel.log](https://github.com/flutter/flutter/files/9583468/flutter_test_results.log)



(These test failures are especially affecting us when testing Flutter issue fixes)

cc: @Piinks
Repository: flutter
Issue: Android 13 black navigation bar
Labels: platform-android,engine,a: layout,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-android,triaged-android

Flutter app on Android 13 has a black navigation bar. Nothing seems to affect or fix this. Can be reproduced using the boilerplate project created by running `flutter create`

-----------------
Flutter: 3.3.1
Android: API 33
Device: Pixel 4 emulator
Repository: PowerToys
Issue: game mode for quick toggling of PT
Labels: Idea-Enhancement

### Description of the new feature / enhancement

I noticed that there are some "disable in game/fullscreen mode" option, but these options all work for a single part. Hope a new "global" game mode to disable powertoys' hotkeys.

### Scenario when this would be used?

when playing game our some special fullscreen app

### Supporting information

_No response_
Repository: rust
Issue: TAIT: Compiler struggles to infer the type
Labels: T-compiler,C-bug,F-type_alias_impl_trait,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
#![feature(type_alias_impl_trait)]

trait Foo {}

impl<T: Foo> Foo for &T {}

trait Bar {
    // I need this associated type to be implemented separately.
    // This is why I didn't put it inside `Baz` definition.
    type Bar<'a>: Foo;
}

trait Baz: Bar {
    fn baz<'a>(&'a self) -> Self::Bar<'a>;
}

// Problem:

struct Qux<T: Foo> {
    field: T,
}

impl<T: Foo> Bar for Qux<T> {
    type Bar<'a> = impl Foo + 'a; // Error: unconstrained opaque type.
                                  // `Bar` must be used in combination with a concrete type within
                                  // the same module.
}

impl<T: Foo> Baz for Qux<T> {
    fn baz<'a>(&'a self) -> Self::Bar<'a> {
        &self.field // Error: expected opaque type `<Qux<T> as Bar>::Bar<'a>`.
                    //        found reference `&T`
    }
}

fn main() {}
```

I got the exact errors visible in the comments.
I expected this to compile, but it didn't.

I found a following workaround:

```rust
trait Bar {
    type Bar<'a>: Foo where Self: 'a; // <--
}

// ...

struct Qux<T: Foo> {
    field: T,
}

type Temp<'a, T: Foo + 'a> = impl Foo + 'a; // <--

impl<T: Foo> Bar for Qux<T> {
    type Bar<'a> = Temp<'a, T> where Self : 'a; // <--
}

impl<T: Foo> Baz for Qux<T> {
    fn baz<'a>(&'a self) -> Self::Bar<'a> {
        &self.field
    }
}
```

### Meta

`rustc --version --verbose`:
```
rustc 1.65.0-nightly (cf9ed0dd5 2022-09-15)
binary: rustc
commit-hash: cf9ed0dd5836201843d28bbad50abfbe1913af2a
commit-date: 2022-09-15
host: aarch64-apple-darwin
release: 1.65.0-nightly
LLVM version: 15.0.0
```