sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Lossless 32-Bit PNG import doesn’t work properly
Labels: bug,topic:import

### Godot version

4.0.1

### System information

macOS 13.2.1

### Issue description

Lossless 32-Bit PNG (using alpha) import doesn’t work properly.

Here is how the image looks like inside my image editor:
<img width="592" alt="Capture d’écran, le 2023-04-25 à 13 15 58" src="https://user-images.githubusercontent.com/890553/234353114-060d855c-3dda-4b01-820b-fceda4bc3d13.png">

Here is how it looks like inside Godot:
<img width="671" alt="Capture d’écran, le 2023-04-25 à 13 16 05" src="https://user-images.githubusercontent.com/890553/234353133-050993b3-3d2c-4227-9104-980c61569572.png">


### Steps to reproduce

Just import a 32-Bit PNG (with alpha) using subtle drop shadows.

Witness how Godot cannot make any difference between Lossy and Lossless import.

### Minimal reproduction project

[Lossless-PNG-Import-Bug.zip](https://github.com/godotengine/godot/files/11325209/Lossless-PNG-Import-Bug.zip)
Repository: next.js
Issue: hash link history only works once with scrollRestoration
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #66-Ubuntu SMP Fri Jan 20 14:29:49 UTC 2023
    Binaries:
      Node: 16.19.0
      npm: 8.19.3
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.2-canary.6
      eslint-config-next: 13.3.1
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/bline/nextjs-hash-link-issues

### To Reproduce

1. Click the hash link Section5
2. Click browser back button
3. Click browser forward button
4. Click browser back button

### Describe the Bug

This was tested on linux with Chrome Version 112.0.5615.121. This was also tested on vercel. This is with `experimental: { scrollRestoration: true }` . When using hash links, browser history going to the top of the page (non-hash) only works the first time. Subsequent back or forward attempts do not work.
History that does not include non-hash top of page works fine. e.g. between #section1 #section2 etc

### Expected Behavior

Browser history with hash links should continue to work beyond the first time you click back or forward. It should take you to the non-hash top of page each time. This is inline with how normal browser history works on a non-next routed page.

### Which browser are you using? (if relevant)

Chrome 112.0.5615.121

### How are you deploying your application? (if relevant)

next dev
Repository: PowerToys
Issue: when Shift Tabbing to go back to select program it defaults to close program and kill it? Powertoys Run
Labels: Needs-Triage

### Description of the new feature / enhancement

When I shift tab It wants to close the program when I try to just run it? Not sure if this is a bug or intended but It is very annoying. I can't seem to find an option that disables this? I have the feature that I tab to go between programs on. But when I shift tab to go back it wants to kill the program, even when I tab to go back to it, it somehow remember it was selected on close program. 

Also having problems trying to PRIORITIZE running applications? I can't seem to have it prioritize than over created a new application instance. Would love to have this feature. If this is already a feature and I'm dumb and can't find it please help :)

### Scenario when this would be used?

This is a pretty simple feature that would greatly approve many things and workflow! 

### Supporting information

_No response_
Repository: rust
Issue: Add `cargo semver-checks` testsuite to rustdoc JSON output
Labels: A-testsuite,T-rustdoc,A-rustdoc-json

Rustdoc has a ... not-very-comprensive test suite. cargo-semver-checks has much more extensive tests. It would be really nice if we could test that we don't accidentally regress the JSON output (or the other output for that matter; I suspect most breakage affects both backends).

I think the easiest way to do this is to add a new `tests/rustdoc-semver-checks` submodule with a dependency on https://github.com/obi1kenobi/cargo-semver-checks. Then in `src/bootstrap/test.rs`, we'll add a new test suite that runs `cargo test` on cargo-semver-checks using the in-tree version of rustdoc to make sure there's no incompatibilities.

I am not sure how this should deal with breaking changes to the JSON format - maybe we can use [toolstate](https://forge.rust-lang.org/infra/toolstate.html) which allows the tests to be broken until semver-checks supports the new version?

cc @obi1kenobi @rust-lang/rustdoc
Repository: flutter
Issue: Switching channels and upgrading always requires the "--force" flag
Labels: tool,P3,team-tool,triaged-tool

Whenever I switch between stable, beta, or master channels, I need to add the `--force` flag to the `flutter upgrade` command. As far as I know, this hasn't been required if you are just switching channels, so there might be generated files that need to be added to `.gitignore`.
Repository: godot
Issue: Add support for authenticated HTTP proxy in HTTPClient
Labels: enhancement,topic:editor,topic:assetlib,topic:network

### Godot version

4.0.2

### System information

Windows 10, Windows 11

### Issue description

Godot has the option to manually add a proxy setting in editor preferences but we need support for authenticated proxy using 
username and password. Its Basic proxy authentication TCP 8080 port.
Other softwares load proxy configuration from http_proxy variable and i had my cofiguration like this: http://username:password@proxy.com:8080

### Steps to reproduce

Load GODOT, trying to load AssetLib, get error connection to assetlib. No internet connection. 
Trying to do a custom android build i get error from gradle downloading...
i tried configuring the proxy in editor preferences like i do in my http_proxy variable: http://username:password@proxy.com:8080 but doesnt work. 

### Minimal reproduction project

N/A
Repository: flutter
Issue: [DisplayList] DisplayList with RTree should support both intersect and subtract culling
Labels: engine,c: proposal,P3,team-engine,triaged-engine

Currently DisplayList supports intersect culling which is used heavily within the embedder architecture to discover which operations draw on top of embedded platform views. It supports culling the records of a DisplayList with a clip rectangle as it dispatches commands, and also querying the bounds of records that intersect the clip rectangle.

But, the embedder stacks also have situations where a platform view is known to be opaque and covers a number of Flutter widgets beneath it. Currently we have no way of culling those rendering operations against the subtraction of the bounds of the occluding platform view.

We could achieve this flexibility by allowing the RTree operations currently provided in DisplayList to be able to either intersect and/or subtract a rectangle from the visibility, perhaps multiple instances of either type of operation.
Repository: vscode
Issue: undo image paste in rendered notebook markdown will just remove the attachment
Labels: bug,notebook-markdown

Testing #180759

1. paste an image into a markdown cell to create an attached image
2. render the markdown cell
3. ctrl+z to undo
🐛 broken image link

likely because the undo operation isn't able to edit the markdown content, but the undo operation probably shouldn't happen at all
Repository: godot
Issue: Reloading Godot editor causes failure on reload assets
Labels: bug,topic:editor,needs testing,topic:import

### Godot version

4.0.2 mono

### System information

Mac OS Ventura 13.3.1, M2 Pro

### Issue description

If you create some resources, sometimes you may face the problem that after reloading Godot it will not be possible to load them anymore.

<img width="1717" alt="Screenshot 2023-04-25 at 21 35 06" src="https://user-images.githubusercontent.com/32593471/234370375-8192d4c1-f166-47be-8178-9082203a784c.png">

<img width="1665" alt="Screenshot 2023-04-25 at 21 35 32" src="https://user-images.githubusercontent.com/32593471/234370434-c41c6b1e-9bc2-468f-8e25-a72a4595dec3.png">


### Steps to reproduce

Create root scene
Add world environment node
Save it and set as main scene

All next steps should be performed through dropbox in editor, I didn't create them separately using assets view

- Create new environment in it
- Save it as env.tres
- Choose background Sky 
- Create new Sky in Sky section
- Save it as sky.tres
- Create new shader material
- Save it as material.tres
- Create new shader
- Save it as shader.gdshader
- Add sampler2D property to shader and logic for on demand
- Import png image to project
- In material chose this image in quick load
- Reload Godot
- You will not be able to open anything from resources you just made (except image)


### Minimal reproduction project

Project type: Compatibility
Godot version: 4.0.2, mono, MacOS

[BrokenProjectGodot.zip](https://github.com/godotengine/godot/files/11325776/BrokenProjectGodot.zip)
Repository: godot
Issue: Cant import some .png images
Labels: bug,topic:editor,needs testing,topic:import

### Godot version

4.0.2 mono

### System information

Mac OS Ventura 13.3.1, M2 Pro

### Issue description

Sometimes, just cant import images with .png extension
Output says:

  editor/editor_file_system.cpp:2267 - Condition "!importer.is_valid()" is true. Continuing.
  editor/editor_node.cpp:1270 - Condition "!res.is_valid()" is true. Returning: ERR_CANT_OPEN

<img width="1142" alt="Screenshot 2023-04-25 at 21 45 59" src="https://user-images.githubusercontent.com/32593471/234373492-210cd434-2e6a-4739-91ac-d8f7afa0069b.png">


### Steps to reproduce

Reproduce steps described in this report:
https://github.com/godotengine/godot/issues/76444

After reproducing that bug, even after cleanup of assets you created there, you will not be able to import png images in that project anymore

### Minimal reproduction project

Project type: Compatibility
Godot version: 4.0.2, mono, MacOS

[BrokenProjectGodot.zip](https://github.com/godotengine/godot/files/11325829/BrokenProjectGodot.zip)
Repository: vscode
Issue: [Bug] cursorHome and cursorEnd keybind for filter in problem view does not work if view is in bottom panel 
Labels: bug,keybindings

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Version: 1.78.0-insider (user setup)
Commit: 95396f14dbae4d5def754d8635010f8e5743f56c
Date: 2023-04-18T05:20:56.891Z
Electron: 22.4.5
Chromium: 108.0.5359.215
Node.js: 16.17.1
V8: 10.8.168.25-electron.0
OS: Windows_NT x64 10.0.19045
Sandboxed: Yes

Steps to Reproduce:

1. Drag problem view from left panel to bottom panel
2. Focus the filter text input
3. Enter some text
4. Press "home" or "end" key, they are default keybinds for `cursorHome` and `cursorEnd`. Home does not place cursor to beginning. End does not place cursor to end, and also shift focus to "View as table"
5. ![image](https://user-images.githubusercontent.com/10471270/234380098-2883ad8e-60ef-4d40-bea3-26a319c07a24.png)
6. Here is my key bindings for "end" key: 
![image](https://user-images.githubusercontent.com/10471270/234380420-4746e65e-dc1a-4bef-97bd-3c9f11594e6a.png)
Repository: PowerToys
Issue: Additional shortcut to strip markdown characters from text with Paste As Plain Text
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I would LOVE to have the ability to strip markdown character formatting from text by using a different keyboard shortcut.

### Scenario when this would be used?

I use Notion all day. When I copy rich text from Notion and paste it into a plain text environment, I get all the extraneous markdown characters (ie. **bold** for bold, etc.) It would be so handy to be able to strip these characters and get only plain text.

### Supporting information

Someone seems to have build something like this for Keyboard Maestro here: https://forum.keyboardmaestro.com/t/filter-clipboard-to-remove-markdown-styling/23743/3
Repository: next.js
Issue: HTTP headers getting disappeared by edge functions (under certain edge cases)
Labels: bug,Runtime

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.8.0
      npm: 9.4.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.0
      eslint-config-next: 13.3.1
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/floral-cache-o8jqgq

### To Reproduce

```
# /pages/api/example_head_response.tsx:

import { NextResponse } from "next/server";
import type { NextFetchEvent, NextRequest } from "next/server";

export const config = {
  runtime: "edge",
};

export default async function handler(
  req: NextRequest,
  context: NextFetchEvent
): Promise<NextResponse> {
  console.log("running!");
  return new NextResponse(null, {
    status: 200,
    headers: [
      ["Content-Length", "4242"],
      ["Content-Type", "audio/mpeg"]
    ],
  });
}
```



### Describe the Bug

The 'Content-Length' header is explicitly stripped from the response, by this `next/sandbox` code snippet:
 https://github.com/vercel/next.js/blob/canary/packages/next/src/server/web/sandbox/sandbox.ts#L108-L110


Usually, automatic setting of content-length is desirable (to automatically match the byte-size of the `body` field). However there are occasions when Content-Length should NOT match the body's content length in bytes.
**One prominent example is in responses to HEAD requests, where only the headers should be returned, without a body.**

**This is commonplace when dealing with remote media files, e.g. MP3 files served over a URL** -
where the initial response always includes the full file size in the Content-Length, with an empty body.
(Clients use this information to present the relevant UX, as well as to orchestrate subsequent requests to the remote server).

### Expected Behavior

Headers explicitly set programmatically should be kept in place.

At the very least, there should be a mode that enforces this.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel
Repository: next.js
Issue: Router continuously fires `routeChangeError` after using `push` to a dynamic route segment
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Local environment:
    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.4.0: Mon Mar  6 20:59:28 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.17.0
      npm: 8.15.0
      Yarn: 1.22.17
      pnpm: 7.30.5
    Relevant packages:
      next: 13.2.0
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0

Stackblitz (small recreate):
    Operating System:
      Platform: linux
      Arch: x64
      Version: Ubuntu 20.04.0 LTS Tue Apr 25 2023 15:55:15 GMT-0400 (Eastern Daylight Time)
    Binaries:
      Node: 16.14.2
      npm: 7.17.0
      Yarn: 1.22.19
      pnpm: 8.2.0
    Relevant packages:
      next: 13.2.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://stackblitz.com/edit/nextjs-btjwni

### To Reproduce

0. You should open your browser console to see the event handlers being called
1. On the index page, click on the link "Go to /page/[dynamic] with a Router.push"
2. After landing on the dynamic segment page, click on the link "To Random Dynamic With Router Push »"
3. Wait a moment (a few seconds) and click on the link "To Random Dynamic With Router Push »" and you will see the router error event, `routeChangeError`, has fired
4. Continue to use the same link and see that the event continues to fire each time

### Describe the Bug

When you use `Router.push` in succession on a dynamic route segment, the Router continues to fire the `routeChangeError` event. This does not happen if you use a `<Link />` to perform the page transition.

After you receive the errors from calling the router's push method, you can use a `<Link />` to get back into a "good" state. The following `Router.push` call will not fail, but if you do call `Router.push` again, it will exhibit the same behavior as before.

At first it seems like the previous `Router.push` was cancelled, but even if you wait to ensure the promise has resolved, you will still get the error.

### Expected Behavior

No router errors occur on successful, non-cancelled, `Router.push` calls, like <Link />

### Which browser are you using? (if relevant)

Chrome 112.0.5615.137

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Godot 4 UI doesn't work with Wacom pen tablet
Labels: bug,platform:windows,topic:editor,confirmed,usability,topic:input

### Godot version

4.0.2

### System information

Windows 11 N, Ryzen 9 7900X, 32 gb DDR5, RTX 3080 10 gb, Wacom Intuos 5

### Issue description

Godot 4 UI seems to be broken when using Wacom Intuos 5 tablet with latest drivers. Turning Windows Ink On/Off from Wacom drivers doesn't make any difference. Examples of the issues:

1) In the viewport, right-clicking with the pen causes viewport to go crazy: view starts to orbit uncontrollably. While using regular mouse, you can orbit the view with ease.

2) While using mouse: you can change object values, like position or scale, by left-clicking on the value and sliding left or right. The value will change steadily based on your movement. If you try to do the same with wacom pen, the value starts to increase rapidly, whether you move cursor left or right.

Honestly, I was bit of disappointed by the lack of basic Wacom support in this app. Seems like no one tested it before release, and I wonder how can that be. Wacoms are used all over the industry. Most of the artists use Wacom. I use Wacom with every other app (Photoshop, Blender, Zbrush, Aseprite etc) without any problems. Jumping between the different programs is essential for fast workflow. Changing between regular mouse and wacom every few minutes would be very slow and cumbersome and not very efficient. Please, please, please, try to fix these issues as soon as possible! I can see great potential in Godot, but with this kind of simple oversight the whole user experience in the app is ruined.




### Steps to reproduce

1) Have a wacom graphic tablet

2) Try to use it in godot 4

3) Suffering

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Show a thumbnail of the fancy zones during drag and drop.
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones

### Description of the new feature / enhancement

![FancyZones](https://user-images.githubusercontent.com/19808588/234400514-f7bfc1fa-bb5e-42bf-b8df-6248655c21a2.gif)


### Scenario when this would be used?

I attached on gif image where you can see how useful this feature is, especially for big monitors, you don't need to move the mouse pointer because the thumbnail is immediately displayed next to the cursor when attempting to move any window.

### Supporting information

I have a 49 inches ASUS monitor that provides a tool called "ASUS DisplayWidget". This is the tool I showed in the gif image but this tool doesn't have any technical support and has a lot of bugs. In the gif, you can see a thumbnail with my ASUS monitor divided into 3 parts and below it, the screen of my laptop.

I'm sure you can do a better job.
Repository: rust
Issue: Unreachable call of non-const fn from const fn is not a compilation error
Labels: T-compiler,C-bug,A-const-eval

I tried this code ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=37a476cf426f9705dac5a0ea0f3e42e2)):

```rust
fn non_const_fn(value: i64) {}

const fn witness() {
    non_const_fn(todo!());
}
```

I expected to see this happen: a compilation error. Calling a non-const function (even though it's unreachable) should produce a compilation error, just like it would with a `i64` value instead of `todo!()`.

The compilation error with a value instead of `todo!()`:
```
error[E0015]: cannot call non-const fn `non_const_fn` in constant functions
 --> src/lib.rs:4:5
  |
4 |     non_const_fn(0);
  |     ^^^^^^^^^^^^^^^
  |
```

Instead, this happened: the code compiles (with a warning `unreachable call`).

### 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 1.67.0 (fc594f156 2023-01-24)
binary: rustc
commit-hash: fc594f15669680fa70d255faec3ca3fb507c3405
commit-date: 2023-01-24
host: x86_64-unknown-linux-gnu
release: 1.67.0
LLVM version: 15.0.6

```

```
rustc 1.71.0-nightly (f5559e338 2023-04-24)
binary: rustc
commit-hash: f5559e338256f17ada6d82b429acc2dbd8facc9c
commit-date: 2023-04-24
host: x86_64-unknown-linux-gnu
release: 1.71.0-nightly
LLVM version: 16.0.2
```


<p>

</p>
</details>
Repository: tensorflow
Issue: Include `run_hlo_module` in Tensorflow releases
Labels: stat:awaiting tensorflower,type:feature,comp:xla

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Feature Request

### Have you reproduced the bug with TF nightly?

Yes

### Source

source

### Tensorflow Version

2.12.0

### Custom Code

No

### OS Platform and Distribution

Linux Ubuntu 22.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

`tensorflow/compiler/xla/tools/run_hlo_module` provides the ability to run HLO modules. Is it possible to include this in the TF releases so that we do not have to build from source?

### Standalone code to reproduce the issue

```shell
This is what we have to do currently:


git clone https://github.com/tensorflow/tensorflow.git
cd tensorflow
git checkout "r${TF_BRANCH}"
bazel build -c opt --config=cuda tensorflow/compiler/xla/tools/run_hlo_module
```

It's preferred that `run_hlo_module` is included as a binary in Tensorflow releases.
```


### Relevant log output

_No response_</details>