sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Directional shadows broken for Distance Fade objects with Pixel Dither or Object Dither
Labels: bug,topic:rendering,confirmed,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:	
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.1 stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 Build 1909, Nvidia RTX 2070 Super, Driver version 445.87, GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
An object with a material that has Distance Fade (with either Pixel Dither or Object Dither mode) with a far-clip fade out (e.g. Min 60, Max 20) casts odd shadows (or not at all).

For example....
Shadows disappear when a large object exists in a scene?
![bigfloor](https://user-images.githubusercontent.com/48544263/84584546-8c719e00-adba-11ea-82dc-403affb64e87.gif)

Banding/inconsistent opacity when moving camera
![pan](https://user-images.githubusercontent.com/48544263/84584628-85975b00-adbb-11ea-94bc-9c1bb55830c5.gif)

Shadow fading out before object does (Is it supposed to fade out at all?)
![zoom](https://user-images.githubusercontent.com/48544263/84584647-b5def980-adbb-11ea-8256-1a705af0ea1d.gif)


Point and spot shadows look fine. Near-clip distance fade directional shadows (e.g. Min 20, Max 60) work fine. It also seems to be dependent on camera angle... there's one angle at which none of the above bugs show up.
![normal](https://user-images.githubusercontent.com/48544263/84584682-2be36080-adbc-11ea-8377-e1eb978a1eb3.gif)


**Steps to reproduce:**
1. Make a new project. Add one small "floor" cube, another very large "floor" cube
2. Add a cube and place it on top of the small "floor".
3. Add a material to the directional cube. Set the Distance Fade to either "Pixel Dither" or "Object Dither". Make sure the min is larger than the max so it fades out when going further, not closer.
4. Add a directional light with shadows enabled. Observe issues listed above (see gifs):
     4.a Enable and disable the large floor. Notice shadows disappear when it's visible
     4.b Pan or zoom camera and observe banding and fading issues
5. Try to do the same with Omni and Spot lights. Shadows look fine.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[distance-fade-shadows.zip](https://github.com/godotengine/godot/files/4775845/distance-fade-shadows.zip)






-----
Am I doing something wrong by making the min and max reversed? Is fading out at a far distance not supported? Not sure if this was never supposed to work in the first place 🙂
Repository: PowerToys
Issue: FancyZones: ability to handle apps that are hardcoded to launch maximized
Labels: Idea-Enhancement,Product-FancyZones

# Summary of the new feature/enhancement

There are a number of applications that have errant behavior that is somewhat user unfriendly. That is, they always insist on launching maximized even though this is inappropriate, especially on large high resolution monitors where users want to multitask or work on projects that require several apps to be open at once side by side.

An example would be Blender, but there are many others.

Also, with Windows Store "Modern" apps, they all have a built-in annoying behavior where they will always launch maximized if the last time they were used they were resized beyond a certain size limit (corresponding to about 70-80% of the height of the desktop on a 2K monitor). This means that in order to kept them zoned, you must zone some of them to be significantly smaller than you might want to have them in order to avoid having them maximized on the next launch.

Problem is, launching maximized defeats FancyZones.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

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A clear and concise description of what you want to happen.
-->

If possible, have an option that detects when an application has launched maximized and addresses this by automatically normalizing the application window and then resizing and repositioning it into its last known zone.
Repository: flutter
Issue: [Feature request]Get system bottom navigation bar height
Labels: c: new feature,platform-android,framework,P3,team-android,triaged-android

We can get statusbar's height,but can't get navigation-bar's height ,only get it with call native api
Repository: terminal
Issue: cursor draws behind underline
Labels: Area-Rendering,Issue-Bug,Product-Terminal,In-PR,Priority-3

It is particularly noticeable with the `emptyBox` cursor.

![image](https://user-images.githubusercontent.com/189190/84587141-8b983680-add1-11ea-83a4-6f73c1e141c5.png)
Repository: opencv
Issue: Official docker image/containers for OpenCV
Labels: priority: low,category: infrastructure

This Issue is a **Feature Request** for official OpenCV docker container images in hub.docker.com with varieties like - 
1) Developer container (holds CPU compiled libraries/headers) - docker
2) Developer container (holds GPU compiled libraries/headers) - nvidia-docker 
3) Developer Python container (holds python wrappers) - Useful for CI or quick debug

These should be available for each versions (release/nightly) to allow developers test their code in multiple version of OpenCV without really changing the environment as they can run multiple containers at same time. Also support for various OS images would be really appreciated here (i.e. Debian, CentOS, Ubuntu) 

This will save deployment timeline for many developers and at the same time OpenCV CI can get benefit from this. This will also avoid extra efforts in maintaining/creating custom docker containers for each developers and they can rely on this baseline image.
Repository: opencv
Issue: Create python wheel for opencv git master version on Ubuntu 20.04.
Labels: category: python bindings,priority: low,effort: ∞

Hi,

On Ubuntu 20.04, I try to compile opencv's bleeding-edge git master version based on the instructions here:
```
https://docs.opencv.org/master/d7/d9f/tutorial_linux_install.html
https://docs.opencv.org/master/d2/de6/tutorial_py_setup_in_ubuntu.html
```
But I cannot find any notes for creating the python wheel. Any hints for this problem?

Regards,
HY
Repository: godot
Issue: Using SCREEN_TEXTURE mipmaps in Viewport with Transarent background ruin transparent
Labels: bug,topic:rendering

**Godot version:**
3.2.1 stable

**OS/device including version:**
Linux, Web

**Issue description:**
**Maybe this "expected" and this is not bug**, I do not know.

Using `textureLod(SCREEN_TEXTURE,SCREEN_UV,1.)` in scene that inside of Viewport, when Viewport has **Transparent_bg** ruin it.
screenshot 
![1](https://user-images.githubusercontent.com/24825887/84599211-12ecb500-ae79-11ea-9f64-fdd09a79290c.png)

**Steps to reproduce:**
Create Viewport, add *scene* to it, use *mipmap>0* in that viewport.
**Link to [live web-build with this bug](https://danilw.github.io/godot-utils-and-other/BUG_screen_transp/bug_screen_transp_web/bug_scr.html)**, use mouse+LKM to rotate the camera.

**In this Web build on OpenGL browser**, only transparent lost, background not ruined.
**In this Web build on DirectX browser**, bug almost same as on desktop.

DirectX view
![1](https://user-images.githubusercontent.com/24825887/84600358-4df2e680-ae81-11ea-8228-9b4e2a1d841f.png)


**Minimal reproduction project:**
[download link zip](https://danilw.github.io/godot-utils-and-other/BUG_screen_transp/screen_transparent_ruined.zip)
Repository: svelte
Issue: Async generators for components scheduled for rendering automatically based on how congested the main thread is
Labels: awaiting submitter,temp-stale

**Is your feature request related to a problem? Please describe.**
I'd like Svelte to be able to render asynchronously, a là "React Suspense", using [async generators](https://javascript.info/async-iterators-generators), an idea behind a new javascript framework called [Crank.js](https://crank.js.org/).

It would be amazing to have components which can be scheduled for rendering automatically based on how congested the main thread is.

For example the navigation in the various routers, scheduled between requestAnimationFrame decongesting the main thread.

**Describe the solution you'd like**
It would be great to know from @Rich-Harris if this feature has already been taken into consideration (I searched the issues before opening and found nothing), if it will be sooner or later or if it will not be at all.

**Describe alternatives you've considered**
I don't have enough knowledge or skills to find other solutions or to understand if Svelte can take advantage of it - not having virtual DOM.

**How important is this feature to you?**
I love Svelte with all my heart and I would like it to be the fastest ever.
Repository: scrcpy
Issue: Add timestamp or number iteration to name of recorded video files.
Labels: feature request

**Right now you always need to remember to manually rename recorded video file name, every single time or it'll get overwritten.** 

**I keep losing my recordings** all the time if i don't pay enough attention, it's dumb busywork that needs to be done every single time for no good reason, when there is an obvious and easy way to fix this.  I'm kinda surprised such awesome app still can't do that. 

_Unless of course there is a way to do it that i couldn't find._
Repository: godot
Issue: [C#] Export properties do not respect PropertyHint.PlaceholderText
Labels: bug,topic:gdscript,topic:dotnet

**Godot version:** 3.2.1
**OS/device including version:** Windows 10

**Issue description:**
When attempting to use `PropertyHint.PlaceholderText`, the editor does not show the placeholder text. It appears to treat the default value as an assigned value.

**Steps to reproduce:**
1) Create a script with a an export property like this:

```
[Export(PropertyHint.PlaceholderText, "Enter a book identifier...")]
public string BookId;
```

2) Attach the script to a node.

3) Note that instead of the expected placeholder text, the editor shows the value `Null`. Similar results are observed for other types, such as integers.
Repository: flutter
Issue: Support XDG Base Directory Specfication
Labels: c: new feature,tool,platform-linux,c: proposal,P3,team-tool,triaged-tool

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## Use case
There is a [XDG Base Directory Specification](https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html) which supports keeping home directory in Linux environments tidy. Currently, flutter keeps its global configuration in $HOME/.flutter and $HOME/.flutter_tool_state. According to the above mentioned specification, it is advised to keep configuration under $HOME/.config directory by default.
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## Proposal
Allow user to set an environment variable to override default directory of flutter config files. This way it won't affect configuration of current users.

Alternatively, a fallback check to $HOME can be done if configuration does not exist in XDG base directory. This way XDG specification will be followed by default without having to set any environment variables.
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Repository: go
Issue: cmd/gofmt: multiline function arguments are inconsistently indented
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

The playground reports that it's using go1.14.3.

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

The playground hides this information.

### What did you do?

Format a function call with multiline arguments:

```
f((some
    multiline
  arg),
  (another
    multiline
  arg))
```
https://play.golang.org/p/UefV4IrB2C2

### What did you expect to see?

Each multiline argument's continuation lines to be indented the same amount:

```
f((some
    multiline
  arg),
  (another
    multiline
  arg))
```

### What did you see instead?

The continuation lines of the multiline argument that starts on the same line as the function call are not indented, but the remaining arguments are:

```
f((some
  multiline
arg),
  (another
    multiline
  arg))
```
Repository: flutter
Issue: GoogleMaps and GestureDetector don't play well together
Labels: framework,f: gestures,a: platform-views,p: maps,package,team-ecosystem,has reproducible steps,P2,found in release: 2.3,triaged-ecosystem

In my app I have a GoogleMap widget that is the child of a GestureDetector widget.
I need to set a variable every time the user moves the map (pan, scale, etc) and I'm using the GestureDetector for that. Also, I need the map to simultaneously receive the gestures, in order the be interactive.

My code kind of works, but it is not responsible or reliable on scale (pinch) gestures. Sometimes the events are handled by the map and other times they aren't. Pan events (drag with one finger) are handled just fine.

Any idea on that is causing this behavior?

Here is the code...

```
return Scaffold(
  body: GestureDetector(
    onPanStart: (val) {
      Logger.red("Parent: I'm panning...");
      _followPosition = false;
    },
    behavior: HitTestBehavior.opaque,
    child: GoogleMap(
      gestureRecognizers: [
        Factory<PanGestureRecognizer>(() => PanGestureRecognizer()),
        Factory<ScaleGestureRecognizer>(() => ScaleGestureRecognizer()),
      ].toSet(),
      initialCameraPosition: _cameraPosition,
      onMapCreated: (GoogleMapController controller) =>
          _handleMapCreated(controller),
      onCameraMove: (CameraPosition cameraPosition) =>
          _handleCameraMove(cameraPosition),
      onCameraIdle: () => _handleCameraIdle(),
    ),
  ),
);

```
Repository: flutter
Issue: [video_player] Allow audio track selection
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Video_player needs a possibility to change audio tracks in video, like TrackSelector in Exoplayer do.
Repository: vscode
Issue: Support reparenting views during drag and drop without destroying and recreating them
Labels: feature-request,ux,workspace-edit,workbench-views

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Version: 1.46.0
Commit: a5d1cc28bb5da32ec67e86cc50f84c67cc690321
Date: 2020-06-10T08:59:04.923Z
Electron: 7.3.1
Chrome: 78.0.3904.130
Node.js: 12.8.1
V8: 7.8.279.23-electron.0
OS: Linux x64 5.3.0-59-generic

Steps to Reproduce:

1.trigger the refactoring preview window;
2.drag it to wherever you like ---- oops, cannot drag them
and yes it can be reproduced on the Insider version

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No
Yes
Repository: flutter
Issue: [Flutter Web] FocusNode with RawKeyBoardListener 
Labels: a: text input,framework,engine,f: material design,d: api docs,platform-web,f: focus,P2,team-web,triaged-web

Is there a way to use FocusNode together with the RawKeyBoardListener in a Flutter Web application? I'm working on a web application to use it inside Tizen, the application works fine except for the control commands as FocusNode does not work. 

I appreciate any help in this regard.
Repository: youtube-dl
Issue: support request cl-live.com
Labels: site-support-request


## Checklist



- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.06.06**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs



- Single video: https://www.cl-live.com/programs/ondemand/hVVBrv6ffY7H5cVZSF9eK2
- Single video: https://www.cl-live.com/programs/cast/3Sb3i75Y1KDDRhriMxoTsW


## Description

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If work on your issue requires account credentials please provide them or explain how one can obtain them.
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WRITE DESCRIPTION HERE

Hi I would like request support for the video streaming site https://www.cl-live.com/

youtube-dl https://www.cl-live.com/programs/cast/3Sb3i75Y1KDDRhriMxoTsW
[generic] 3Sb3i75Y1KDDRhriMxoTsW: Requesting header
WARNING: Could not send HEAD request to https://www.cl-live.com/programs/cast/3Sb3i75Y1KDDRhriMxoTsW: HTTP Error 403: Forbidden
[generic] 3Sb3i75Y1KDDRhriMxoTsW: Downloading webpage
ERROR: Unable to download webpage: HTTP Error 403: Forbidden (caused by HTTPError()); please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.

Thank you!
Repository: TypeScript
Issue: tsserver: saveto command should also save inferred ("virtual") tsconfig
Labels: Suggestion,Awaiting More Feedback

## Search Terms

tsserver saveto tsconfig

## Suggestion

I want to store the content of the "virtual" tsconfig.json that is used by the ts server.

The [`Saveto`](https://github.com/microsoft/TypeScript/blob/master/src/server/protocol.ts#L2783) comand stores source files. One might aswell allow to store the tsconfig.

## Use Cases

I work on a code analysis component. Before I started to implement it, I created a vscode project to adjust settings and declaration files. Once everything worked as expected, I implemented the component that communicates with the tsserver. My implementation does not use a "physical" tsconfig. It relies on the tsconfig the server infers, based on commandline parameters and [`CompilerOptionsForInferredProjects`](https://github.com/microsoft/TypeScript/blob/master/src/server/protocol.ts#L1732).

My component updates ts and d.ts files in this virtual project based on user input. This is where problems might appear which are hard to debug within my limited "client".

For debugging and suport purposes I want to take a "snapshot" of the files the tsserver uses, and use vscode for further analysis.

## Examples
The request sent to the server would look something like this:

```json
{"arguments":{"tmpfile":"C:\\TEMP\\tsconfig.json","file":"tsconfig.json"},"command":"saveto","seq":0,"type":"request"}
```

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: flutter
Issue: New pointer widget which receives pointer events while ignoring all parents
Labels: c: new feature,framework,f: gestures,P3,team-framework,triaged-framework

New pointer widget idea related to IgnorePointer and AbsorbPointer.

Can we create a MagnetPointer widget which recieves pointer events while ignoring all parents?

I also thinking about configure these widgets with specific pointer event type.

This idea is related to my own use case, but maybe it can be good for all of us.

**1. Example use case:**
![12EA6150-7272-481F-9FA0-1656C6D2E79A](https://user-images.githubusercontent.com/27918319/84992580-c642fb80-b150-11ea-9914-5bb319d75f16.jpeg)

I have this stack layout. And the base layer is horizontal PageView of images.

I wrapped all widgets except the bottom right button and image layer with IgnorePointer, to PageView swipe gesture works on all image.

**In theory:** a PageView wrapped with a MagnetPointer, should receive all events no matter which elements builds on top of it.

As far as I can see, event recieving goes bottom to top like layout building process (not sure). If it is, this Widget can be implemented.

**2. Example use case:**
Initially, I searched this idea for receiving same input on different items at the same time.
This MagnetWidget could be lead the way to solution for this problem either.
Repository: terminal
Issue: Multi-click selection granularity
Labels: Issue-Feature,Area-UserInterface,Area-TerminalControl,Area-Extensibility,Product-Terminal

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# Description of the new feature/enhancement

The current multi-click selection expansion only has two steps. 
- double-click: selects a "word" between 2 delimiters (don't have to be the same, e.g. `,` and ` ` so when clicking on a filename, you don't get the extension)

- triple-click: selects the entire line

I find myself rarely needing the entire line, but often need a path or a filename usually separated by spaces. 

I would propose the following as better UX without going too granular.
- double-click: selects a "word" between 2 **same** delimiters
- triple-click: selects an entire string separated by spaces
- 4-click: entire line