sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: LORA: Nothing here. Add some content to the following directories:
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?

I don't get the LORA, I completely reinstalled everything, I did a 100% clean installation and I still get the error: "Nothing here. Add some content to the following directories"

### Steps to reproduce the problem

go to LORA tab

### What should have happened?

See my lora that ARE IN THE CORRESPONDING FOLDER

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

I have the latest version installed 5 minutes ago and this function does not exist.

### Console logs

```Shell
venv "P:\ia\SD\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e
Launching Web UI with arguments:
no module 'xformers'. Processing without...
no module 'xformers'. Processing without...
No module 'xformers'. Proceeding without it.
Style database not found: P:\ia\SD\stable-diffusion-webui\styles.csv
Loading weights [31e35c80fc] from P:\ia\SD\stable-diffusion-webui\models\Stable-diffusion\sd_xl_base_1.0.safetensors
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Creating model from config: P:\ia\SD\stable-diffusion-webui\repositories\generative-models\configs\inference\sd_xl_base.yaml
Startup time: 10.7s (prepare environment: 2.2s, import torch: 3.0s, import gradio: 1.1s, setup paths: 1.0s, initialize shared: 0.2s, other imports: 0.6s, setup codeformer: 0.1s, load scripts: 1.0s, create ui: 0.5s, gradio launch: 1.0s).
Applying attention optimization: Doggettx... done.
Model loaded in 7.7s (load weights from disk: 1.2s, create model: 0.7s, apply weights to model: 3.7s, load textual inversion embeddings: 0.9s, calculate empty prompt: 1.0s).
```


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: „commit hash: XXXX”
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [X] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?

don,t oppen

### Steps to reproduce the problem

„commit hash: XXXX”

### What should have happened?

„commit hash: XXXX”

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

„commit hash: XXXX”

### Console logs

```Shell
„commit hash: XXXX”
```


### Additional information

„commit hash: XXXX”
Repository: godot
Issue: When the window is in stretch display, InputEventMouse.global_position has different values for InputEventMouseButton and InputEventMouseMotion.
Labels: topic:input

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - GLES3 (Compatibility) - AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21905.1001) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

As the title says.

### Steps to reproduce

If you move the mouse and click in the test project, the values will be displayed.

### Minimal reproduction project (MRP)

[window_stretch.zip](https://github.com/godotengine/godot/files/13693875/window_stretch.zip)
Repository: godot
Issue: Importing one scene into another brings in a totally different scene
Labels: topic:editor,needs testing

### Tested versions

Godot 4.0.3

### System information

Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated AMD Radeon (TM) Graphics (Advanced Micro Devices, Inc.; 31.0.12044.45004) - AMD Ryzen 5 7530U with Radeon Graphics (12 Threads)

### Issue description

I’m trying to add trees to one of my scene, and so I made a scene for the tree, added it’s mesh and collisions, but when I tried bringing that scene into the main one, it wouldn’t be visible in the editor when it would in the editor even though visibility was on, and after trying some things out, I deleted most of the stuff in the tree scene and re added everything again, but when trying to bring that scene into the main scene again, it brings in a whole different scene, even though it says it was the tree scene and I don’t know why it’s doing this. I have no idea how to recreate, and am very new to this too.


Edit:
After closing godot and reopening it, the terrain scene (which was being brought in when I tried to bring in the tree scene) turned into the tree scene, except the tree was the wrong size, and everything seemed to be imported properly after that, but when pressing play, the scenes seemed to have switched around again

Edit 2:
I tried pressing the reimport button for the tree file, and the tree showed up just fine and worked perfectly. But now there's the issue of the terrain scene no longer showing up in the player even though it's set to visible in the editor and there's no code attached to it that could be making it invisible. Collisions on the terrain still work normally, just the mesh doesn't show.

Edit 3:
Reimporting the terrain mesh fixed the visibility issue, although I had to manually re-add the texture as it ended up getting removed for some strange reason

### Steps to reproduce

No idea

### Minimal reproduction project (MRP)

[Project.zip](https://github.com/godotengine/godot/files/13693897/Project.zip)
Repository: node
Issue: Zlib and writeStream
Labels: zlib

### Version

21.4.0

### Platform

`Linux penguin 6.1.55-06877-gc83437f2949f #1 SMP PREEMPT_DYNAMIC Sat Dec  2 18:30:09 PST 2023 x86_64 GNU/Linux`

### Subsystem

Debian 11 (chromeos flex)

### What steps will reproduce the bug?

```js
import {
  open,
  rename,
} from "node:fs/promises";
import {
  createDeflate,
  createInflate,
  constants
} from "node:zlib";

const fileHandle = await open(filePath, "r"),
      writeStream = createDeflate({
        flush: constants.Z_FULL_FLUSH,
      }),
      fileTempHandle = await open(fileTempPath, "w");

writeStream.pipe(fileTempHandle.createWriteStream());

// using readline to read compressed file
createInterface({
    input: fileHandle
      .createReadStream()
      .pipe(createInflate()),
    crlfDelay: Infinity,
  })
```

write each line to the compressed file using `writeStream.write(....);` inside a for await loop

and then add some new lines and then run :

```js
    writeStream.close(async () => {
      await fileHandle.close();
      await fileTempHandle.close();
      console.log("END", filePath);
      await rename(fileTempPath, filePath);
    });
```


ps: when not using `flush: constants.Z_FULL_FLUSH` i get an empty file with just the Gzip header (i guess)

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?
```js
Error: unexpected end of file
    at genericNodeError (node:internal/errors:956:15)
    at wrappedFn (node:internal/errors:510:14)
    at Zlib.zlibOnError [as onerror] (node:zlib:189:17) {
  errno: -5,
  code: 'Z_BUF_ERROR'
}
```
### Additional information

_No response_
Repository: godot
Issue: GDScript enum/dict/array closing brace auto-indentation does not match official style guide
Labels: enhancement,topic:editor

### Tested versions

Found in v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.22621

### Issue description

In the official [GDScript style guide](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html), the closing braces for arrays, dictionaries, and enums are not indented:

![image](https://github.com/godotengine/godot/assets/37985497/eb355ea7-83a8-48f7-87f5-711f28c31606)

However, the auto-indent in the editor doesn't follow this:

![image](https://github.com/godotengine/godot/assets/37985497/14207891-b88a-42ae-b609-6f51f5f44897)

I'm not sure if this strictly counts as a "bug", but it is a gap in the current auto-indent behavior.

### Steps to reproduce

Open a new GDScript file and create an enum (with auto-indentation enabled):

![enum indentation](https://github.com/godotengine/godot/assets/37985497/8da7903c-5f6f-4b83-b87e-46c1de428416)


### Minimal reproduction project (MRP)

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: an exception occurred : ('Cannot copy out of meta tensor; no data!',)
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

Whenever I try to load a model, I get an exception occurred  ('Cannot copy out of meta tensor; no data!',), and the stable diffusion model fails to load.

### Steps to reproduce the problem

1. Launch webui
2. Try to load a model

### What should have happened?

Model should've loaded as usual

### What browsers do you use to access the UI ?

Mozilla Firefox

### Sysinfo

https://pastebin.com/QqMviH1B

### Console logs

```Shell
https://pastebin.com/UpS5kxAG
```


### Additional information

I've tried to reinstall stable diffusion and load it again, but the same thing happened.
Repository: godot
Issue: RichTextLabel focus stylebox visible below other elements when used with HSplit
Labels: bug,topic:gui

### Tested versions

- Reproducible in 4.2.1 stable, 4.1.1 stable, 4.0.3 stable
- Not reproducible in 3.5.3 stable

### System information

Windows 10.0.19045 - Vulkan (Compatibility and Forward+) - AMD Radeon R7 Graphics

### Issue description

The RichTextLabel focus stylebox is visible through other elements, when its used in combination with HSplitContainer.

https://github.com/godotengine/godot/assets/142301391/3e3cf3c4-98da-436e-9abf-9d6c5e11c3a2


### Steps to reproduce

- Add a HSplitContainer
- On one side, add a RichTextLabel with focus mode all or selection enabled
  - Place it inside a scroll container and give it minimum size, so it can go below the other side
- On the other side, add a panel **with transparency**
- Run project, move the split so that the RichTextLabel is halfway under the other side, then click on the RichTextLabel to make the focus stylebox visible

### Minimal reproduction project (MRP)

[richtextlable_mrp.zip](https://github.com/godotengine/godot/files/13694018/richtextlable_mrp.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Option for XYZ Plot values printed on generated grid images
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Generating very large XYZ plots with many images poses a problem for readability. The legend borders may go entirely off screen as you move down a large grid. Allowing the option to have the XYZ plot values printed as overlay-text on each individual image would solve this.


### Proposed workflow

1. Go to "Script" tab
2. Press X/Y/Z plot
3. Input at least one type in any axis, and provide at least one value.
4. Check the option "Print axis values on image"
5. Generate image
6. Generated image contains the plot values in top left corner

### Additional information

Allowing the user to customize the font, placement, size, color, and text stroke color from the "Settings" tab would be a plus.

Example of feature output:
![xyz_grid-0042-2390522023](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/86556529/ab47daa8-b8f9-4944-b298-cec8346683c3)
Repository: deno
Issue: Feature Request: Geometry Interfaces Module Level 1
Labels: web,suggestion

I think `DOMMatrix` or similar would be useful for 3D graphics. If I can get agreement, I will try to implement it.
https://drafts.fxtf.org/geometry/
Repository: godot
Issue: 4.2.1 Dragging resources in with dialogue open only loads the top folder
Labels: bug,topic:editor

### Tested versions

- Tested in 4.2.1

### System information

Godot v4.2.1.stable (b09f793f5) - Freedesktop SDK 23.08 (Flatpak runtime) - Wayland - GLES3 (Compatibility) - AMD Radeon RX 6500M (radeonsi, navi24, LLVM 17.0.6, DRM 3.54, 6.6.6-200.fc39.x86_64) () - AMD Ryzen 7 7735HS with Radeon Graphics (16 Threads)

### Issue description

When loading resources in, if you drag it in but have another dialogue open it only loads the top most folder. Deletion and readding does not fix. The below image has two folders in that ui_main_menu_design that should show up titled start and end respectively. However due to this bug they don't and won't show up regardless of attempts.

![image](https://github.com/godotengine/godot/assets/16845458/f89468ca-1adb-4231-8361-86dd08715c8c)


### Steps to reproduce

1.  Have a dialogue open
2.  Attempt to import resources by dragging them over the resource list in the bottom left of the editor

### Minimal reproduction project (MRP)

This should be reproducible from a blank project as this is what I was attempting. The below zip contains the resources I was using from a guide that produced this error. Not sure if it's just because of this one or what.

[ui_main_menu_design.zip](https://github.com/godotengine/godot/files/13694305/ui_main_menu_design.zip)
Repository: TypeScript
Issue: `@experimental` JSDoc tag, with strikethrough style (or similar) like `@deprecated` JSDoc tag
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

experimental jsdoc tag

### ✅ Viability Checklist

- [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, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

I would like to mark some new APIs as "experimental" with an `@experimental` JSDoc tag, and have people's IDE's show a visual hint (like how `@deprecated` styles text with strike-through)

### 📃 Motivating Example

There's no way (unless I missed it) to introduce an experimental feature and to have that reflected in IDEs like `@deprecated` does. Example:

```js
/**
 * @experimental Not ready for production. This feature is slated to land in the next minor. Early feedback welcome!  
 */
export function doSomethingNewAndCool() {
  // ...
}
```

and then IDEs would highlight this in a certain way in the code, for example like how `@deprecated` styles text with a strike through.

```js
/**
 * @deprecated Not ready for production. This feature is slated to land in the next minor and be un-deprecated. Early feedback welcome!  
 */
export function doSomethingNewAndCool() {
  // ...
}
```

<img width="821" alt="Screenshot 2023-12-16 at 5 28 49 PM" src="https://github.com/microsoft/TypeScript/assets/297678/95505c91-70b9-4bfa-9595-82a0d74cf459">


### 💻 Use Cases

See motivating example.

For now, a workaround is to use `@deprecated`, then clearly denote that the feature will be un-deprecated in a following release, but some people might misinterpret that or not read the whole message:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Pin the Send button to the top
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Thank you for implementing Compact prompt. I was freed from scrolling because the preview and generation buttons never left.

however There is another problem with vertically long prompts.

The position of the PNG Info Send button has to be moved far down and scrolled depending on the content of the prompt, which is very inconvenient. It is even longer because it includes information on extensions such as controllnet and Adetailer. (The attached image shows them all on one screen, but in reality need to scroll)

I hope the SEND button to be moved above the prompt or below the image. That way, the position will be fixed regardless of the length of the prompt, and user have a better interface where user can drag a PNG and immediately click the SEND button.

Or if there is a way to change the button position myself using CSS, please let me know. I don't care either way.

![PNG](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/140936018/d46477e2-9e47-4e10-902a-b3883ee0e066)

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: godot
Issue: Editor Crash After Creating Tilemap
Labels: bug,topic:editor,crash,topic:2d

### Tested versions

4.3.dev 2d0ee20ff

### System information

Windows 11

### Issue description

I created an empty project, imported a tileset PNG, created a new tileset, placed a few tiles, undid the placements, upped the tileset size to 128x128px, placed a few more tiles, and then hit run, but the play window crashed. After closing the project and attempting to reopen, the editor crashes now as well.

I think information about those original placements is still stored somewhere when the tileset tile size was 16x16, and since there were more tiles present in the 16x16 tilemap, it crashes with an index out of bounds error now that there are fewer tiles.

A sample of the error spam (it is infinite):
```
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: (scene\resources\tile_set.cpp:4153)
ERROR: The TileSetAtlasSource atlas has no tile at (21, 21).
   at: (scene\resources\tile_set.cpp:4590)
ERROR: TileSetAtlasSource has no tile at (21, 21).
   at: (scene\resources\tile_set.cpp:4538)
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: (scene\resources\tile_set.cpp:4153)
ERROR: The TileSetAtlasSource atlas has no tile at (22, 21).
   at: (scene\resources\tile_set.cpp:4590)
ERROR: TileSetAtlasSource has no tile at (22, 21).
   at: (scene\resources\tile_set.cpp:4538)
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: (scene\resources\tile_set.cpp:4153)
ERROR: The TileSetAtlasSource atlas has no tile at (23, 21).
   at: (scene\resources\tile_set.cpp:4590)
ERROR: TileSetAtlasSource has no tile at (23, 21).
   at: (scene\resources\tile_set.cpp:4538)
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: (scene\resources\tile_set.cpp:4153)
ERROR: The TileSetAtlasSource atlas has no tile at (24, 21).
   at: (scene\resources\tile_set.cpp:4590)
ERROR: TileSetAtlasSource has no tile at (24, 21).
   at: (scene\resources\tile_set.cpp:4538)
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: (scene\resources\tile_set.cpp:4153)
ERROR: The TileSetAtlasSource atlas has no tile at (25, 21).
   at: (scene\resources\tile_set.cpp:4590)
ERROR: TileSetAtlasSource has no tile at (25, 21).
   at: (scene\resources\tile_set.cpp:4538) 
```

### Steps to reproduce

Open the repro, it should crash immediately.

### Minimal reproduction project (MRP)

[TileMapPlayground.zip](https://github.com/godotengine/godot/files/13694658/TileMapPlayground.zip)
Repository: PowerToys
Issue: 唤起power toys run 功能时有时会出现这种类似贴图或者主题没加载出来的情况
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

当选中或当前界面是深色/灰色背景时（有时候白色也会），唤起power toys run 功能会出现这种类似贴图或者主题没加载出来的情况。就像是被一层中灰色的图层覆盖住。除了影响美观以及没有了原本唤起时出现的提示，其他功能还是能够正常运行的。

### ✔️ Expected Behavior

![image](https://github.com/microsoft/PowerToys/assets/66455114/783e59cb-26d7-43c6-91c6-ec2162024c95)
![image](https://github.com/microsoft/PowerToys/assets/66455114/a70786b1-39a3-41d1-b5c4-43d80abcd5b5)


### ❌ Actual Behavior

![image](https://github.com/microsoft/PowerToys/assets/66455114/1a91b80d-dcf5-4fef-b51d-4f385aebc88f)
![image](https://github.com/microsoft/PowerToys/assets/66455114/a93ce9d6-578d-4972-9957-590c67eb5cd7)


### Other Software

Windows 11 专业版 22H2 22631.2715
powertoys 版本 v0.76.2
Microsoft Edge 版本 120.0.2210.61 x64位