sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Cannot generate godot.sln for Rider under MacOS
Labels: enhancement,platform:macos,topic:buildsystem

### Godot version

4.1

### System information

MacOS 14.0 (23A344) (intel)

### Issue description

According to documentation, to use Rider IDE I have to run this command:
`scons platform=windows arch=x86_64 target=editor vsproj=yes dev_build=yes`

And I get this error:
`Invalid target platform "windows".
The following platforms were detected:	ios	macOS`

Seems reasonable because I am using MacOS, so I tried this:
`scons platform=osx arch=x86_64 target=editor  vsproj=yes dev_build=yes`

and this gives me another error:
'Error: The `vsproj` option is only usable on Windows with Visual Studio.'

Is there a way to build godot.sln for Rider under MacOS?

### Steps to reproduce

See above

### Minimal reproduction project

not required
Repository: godot
Issue: TileSet Terrain color changes when you start adding bits
Labels: bug,topic:editor,topic:2d

### Godot version

4.2.beta2

### System information

Windows 11

### Issue description

I was just testing the new beta and noticed that, when you start adding bits for the terrains in the editor for the TileSet, it'll change the color of the terrain on the icon on the left. Here's a pic:

![image](https://github.com/godotengine/godot/assets/148612/fa20cc3a-d71f-40e8-90c9-f1aff22424a8)

It seems to be taking the color of the underlying tile when you click the first bit, whatever it may be.

### Steps to reproduce

Create a tileset, I changed the color of the terrain on the right but I don't think you have to, then set the bits for your tileset. Whatever color the underlying image has will replace whatever color the terrain has in the icon for the terrain.

### Minimal reproduction project

N/A
Repository: godot
Issue: Standard material have strange behavior with next pass materials
Labels: discussion,topic:rendering,documentation,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 27.20.21034.37) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

If you set up a new material and its next pass, enabling these options will cause the first material to ignore the next pass:
- Emission
- Normal map
- Rim
- Clearcoat
- & many more

Even more strange, if I reopen the project, the behavior will change, sometimes always drawing over the next pass.

### Steps to reproduce

1. Set up a mesh with a material with a non-default color.
2. Set up the material's next pass.
3. On the first material, enable any of the aforementioned option.

### Minimal reproduction project

[np.zip](https://github.com/godotengine/godot/files/13063088/np.zip)
Repository: PowerToys
Issue: [code suggestion] `GetConfigured*EnabledValue()` → `GetConfiguredEnabledValue(variable)`
Labels: Idea-Enhancement,Area-Build

### Description of the new feature / enhancement

Idea came to me via pr #29325 at https://github.com/microsoft/PowerToys/pull/29325/files#r1367455714

Here's a list of _things_ like `GetConfiguredAlwaysOnTopEnabledValue()` for every module. This looks very redundant and uneasy to modify when a module needs to be added (or removed). I was thinking a function/method like `GetConfiguredEnabledValue("AlwaysOnTop")` would be better, because then we can use (an array with) module names to loop through. This will allow to simplify or "compress" lots of code.

At the very least it will also be more readable :)

### Scenario when this would be used?

Smooth code?

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Upgrade of the Layout to be more user friendly
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 ?

Let the users decide, where they want the elements of the UI.

There are severals possibilitites for layouts:
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/15383666/3c530350-f50d-4da4-b4d5-4db0669df9e6)
(Example from Backdrop CMS)

All elements, like prompts, generation buttons and filters, and more, should have the possibility, to be placed in any region of the layout.

Regions could be:

- Header
- Top
- Center
  - Left
  - Middle
  - Right
- Bottom
- Footer
(Maybe more ...)

In some parts (User Interface settings) its already working like that, but unfortunately it's not possible to split the lower window into separate columns, where one could have the prompts above the tabs, but in the same column.

Also to design the upper tabs row as icons or with vertical text and arrange it as sidebar to the left, like InvokeAI, would be nice. This would the whole UI give a more ordered look!
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/15383666/f3cd71f4-7495-4569-ab76-16f2569c2848)


It makes also sense, to have some elements sticky by choice, like the Generate button, to be always on the visible screen.
Or even the prompts, if prompts and the Generate options are together in a full width region.

The look of the basic configuration could be the same as now, but it would be possible to modify it.
So extensions like https://github.com/GeorgLegato/stable-diffusion-webui-artists-ui-tweak could be integrated.
(Btw: it's no more working, because of layout issues in newer versions of the webui, see: https://github.com/GeorgLegato/stable-diffusion-webui-artists-ui-tweak/issues/3)

The possibility for extensions, like image galleries, to be set on the main windows, would also be nice.

The configuration could also be optimized, instead of having options set twice in text inputs to txt2img and img2img, the options could be added in a table, with checkboxes in columns for txt2img and img2img.


### Proposed workflow

n.a.

### Additional information

_No response_
Repository: PowerToys
Issue: Improvement of the 'Mouse Without Borders'
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Without Borders

### Description of the new feature / enhancement

Can you make it so in the 'Mouse Without Borders', that all the devices in the network are discoverable?

### Scenario when this would be used?

This can be used to easily connect to other devices in the same network.

### Supporting information

_No response_
Repository: PowerToys
Issue: search through various commands from PowerRun
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

export a list of commands mapped to different keyboard shortcuts and what the command does.
This can be helpful for the user to view at once and remember them in the future

### Scenario when this would be used?

The user can search through the commands from powerRun instead of going to the powerTools app.

### Supporting information

_No response_
Repository: PowerToys
Issue: Improvement of the 'PowerToys Run'
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Can you make it so that the 'PowerToys Run' can directly run 'Command Prompt' commands or 'Power Shell' scripts?

### Scenario when this would be used?

This can be used to directly run 'Command Prompt' commands or 'Power Shell' scripts.

### Supporting information

_No response_
Repository: rust
Issue: regression: overflow evaluating requirement NonNull<Vec<u8>>: Unpin
Labels: A-diagnostics,P-medium,T-compiler

https://crater-reports.s3.amazonaws.com/beta-1.74-4/beta-2023-10-21/reg/zvariant-3.15.0/log.txt

```
[INFO] [stdout] error[E0275]: overflow evaluating the requirement `NonNull<Vec<u8>>: Unpin`
[INFO] [stdout]   |
[INFO] [stdout]   = help: consider increasing the recursion limit by adding a `#![recursion_limit = "256"]` attribute to your crate (`zvariant`)
```

This seems to recurse into more nested vecs -- not clear why, but doesn't seem like the right behavior.


https://crater-reports.s3.amazonaws.com/beta-1.74-4/beta-2023-10-21/gh/lcnr.binary/log.txt is potentially another example... @lcnr, maybe this means that this is a known bug?
Repository: vscode
Issue: 'Disconnect' option doesn't show in Call-Stack Session in debugger
Labels: bug,debug,menus


After starting debugger, clicking on the `dropdown menu icon` next to `Stop debugging` button under `call stack` does not show `disconnect` option.


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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.83.1
- OS Version: Windows 10 Enterprise 22H2 19045.3570

Steps to Reproduce:

1. start debugger in any project ( eg: react ).
2. now under call stack next to stop debugging option click more dropdown menu icon button.
3. `Disconnect` option doesn't appear ( Pic 2 ).

![Screenshot 2023-10-22 194118](https://github.com/microsoft/vscode/assets/44346322/102c7ee4-adb1-4f66-aa6d-3db710f5345b)
![Screenshot 2023-10-22 194020](https://github.com/microsoft/vscode/assets/44346322/17c96701-7ba0-46b8-bf71-04c8ddba6469)
Repository: godot
Issue: HDR skybox colors are too dark/bright with compatibility renderer
Labels: bug,topic:rendering,topic:3d

### Godot version

v4.2.beta2.official [f8818f85e], v4.1.2.stable.fedora [399c9dc39]

### System information

Fedora 40 (Rawhide) - OpenGL API 4.6 (Core Profile) Mesa 23.2.1 - Compatibility - Using Device: Intel - Mesa Intel(R) Xe Graphics (TGL GT2)

### Issue description

When I add a skybox with a .hdr or .exr texture, it looks good on the Forward+ and Mobile renderers, but not with the Compatibility renderer. See images:

Expected (rendered with Forward+):
![image](https://github.com/godotengine/godot/assets/48839377/724c5805-9064-4e93-b0ad-026f4e4d6851)
Actual (rendered with Compatibility):
![image](https://github.com/godotengine/godot/assets/48839377/e9a5266d-f068-4d8c-b9f4-fc9c0683101d)


### Steps to reproduce

1. Create project
2. Add camera
3. Add WorldEnvironment
4. Set the background to Sky, and set the Sky Material to a PanoramicSky, and set the Panorama to a HDR image
- [This texture was used in the above images](https://polyhaven.com/a/meadow_2)
6. Observe how it looks good in Forward+ and Mobile, but not in Compatibility

### Minimal reproduction project

N/A
Repository: godot
Issue: Game crashes when resizing UI to exact size of Container
Labels: bug,crash,topic:gui

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Windows 10.0.22000 - Vulkan (Compatibility) - NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3758) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

Whenever I resize the game, if the size of the window matches the size of a specific container the whole computer freezes for a moment, then a "message out of memory" error is displayed in the terminal and the game crashes (Infinite loop somewhere that causes a stack overflow?).

https://github.com/godotengine/godot/assets/45227294/eb2f41f7-9343-4d7d-b171-621727bf8d55



### Steps to reproduce

1. Open sample project
2. Run UI scene (Scenes/UI.tscn)
3. Slowly shrink window vertically
4. See how the computer freezes for a moment, then the game becomes unresponsive, then it crashes.

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/13064058/MRP.zip)
Repository: deno
Issue: using dlopen on a modified file, segfaults at exit
Labels: bug,FFI

I noticed this when developing with plug, here is the reproduction

```ts
const f = Deno.makeTempFileSync();
// use any lib here
Deno.copyFileSync("/usr/lib64/libstdc++.so.6", f);
Deno.dlopen(f, {});
Deno.copyFileSync("/usr/lib64/libstdc++.so.6", f); //this makes the program segfaults at exit
console.log("this is reached");
```
Repository: godot
Issue: whole number operations on 2d node rotation cause float errors
Labels: bug,topic:core,topic:2d

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Linux Mint 21.1 (Vera) - Vulkan (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 525.125.06) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

When rotating Node2d and Sprite2d objects with addition or subtraction and whole numbers, floating point errors occasionally occur and accumulate over time. After the floating point errors start to accumulate, explicitly setting the rotation value to a whole number does not eliminate the floating point error. It appears that the decimal value is retained to the new rotational value.

Because the rotational values are off just slightly, positional values of child nodes are also off just slightly. This will cause errors with subsequent calculations, like intersects.

### Steps to reproduce

create a main Node2d scene
create a new scene Node2d scene and add a couple of child sprites
In the main scene, rotate the new Node2d scene by 90 degrees. At the same time counter-rotate the child sprites so they maintain orientation to global

After a couple of rotations, you will start to see accumulated floating point errors. It does not seem to matter if the rotational value is incremented or explicitly set to a whole number as floating point errors creep in either way. In the same way, using any of the math conversion functions on the rotational value doesn't matter. 
Tried using these when setting rotational values: 
- snapped: object.rotation_degrees = snapped(object.rotation_degrees + 90,10)
- ceil: object.rotation_degrees = ceil(object.rotation_degrees)
- floor: object.rotation_degrees = floor(object.rotation_degrees)
- int conversion: object.rotation_degrees = int(object.rotation_degrees)
The floating point error is maintained with all of these transformations

**Minor Workaround:**
there is a slight workaround that will work while the accumulated floating point errors stay below the required threshold and that is by using snapped values for calculations, such as intersects. However once the accumulated threshold is too high, that calculation work around will also fail

### Minimal reproduction project

link to project:
https://github.com/bulsatar/godot_rotation_float_error

Also attached zip with linux and windows exports
[rotation_error.x86_64.zip](https://github.com/godotengine/godot/files/13064410/rotation_error.x86_64.zip)
[rotation_error_win.zip](https://github.com/godotengine/godot/files/13064411/rotation_error_win.zip)
Repository: godot
Issue: Language Server: Symbol resolution does not take context into account
Labels: topic:gdscript,topic:editor

### Godot version

v4.2.beta2.official [f8818f85e]

### System information

Godot v4.2.beta (8c25a98fd) - Windows 10.0.22621 - Vulkan (Mobile) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.22011.4008) - AMD Ryzen 9 6900HS with Radeon Graphics (16 Threads)

### Issue description

When the language server resolves a symbol, it does not take into account what object the symbol is a part of, or even whether the symbol is inside a string or not. An example of this issue can be found in the images below:

These are the symbols that the lsp found that match the "symbol" I clicked, which is the variable declaration `var pressed: float = 2`. The only two symbols that should be highlighted are the reference to pressed inside `double_tap_input`, and the variable declaration for pressed. Instead, `event.pressed` is highlighted, as well as an erroneous symbol altogether (`pressed` inside a string)
![image](https://github.com/godotengine/godot/assets/56272643/e23dd10e-fa8f-47ab-ada4-0c20be35e038)

When using "Find All References" on this symbol, this is what is retrieved from the lsp
![image](https://github.com/godotengine/godot/assets/56272643/366190a5-e997-465d-bf0e-15ac01a66e5f)

This affects Find All References, and Rename functionalities. The problem likely stems from `GDScriptWorkspace::resolve_symbol` or one of the functions called within it.

### Steps to reproduce

Using Visual Studio Code with the `godot-tools` extension, we can see this problem easily:

1. Click over an identifier that may have a duplicate name as an identifier in another class, or even a word in a string.
2. The highlighted variables are a result of the lsp finding all symbols that match the clicked symbol.
3. You can also use "Find All References" to see this information in the sidebar

Another use of "Find All References" on `x` in this MRP:
![image](https://github.com/godotengine/godot/assets/56272643/279ea290-7cd5-4e92-93a9-07cda3146d1a)


### Minimal reproduction project

[MRP_LSPBUG.zip](https://github.com/godotengine/godot/files/13064554/MRP_LSPBUG.zip)
Repository: godot
Issue: AudioPlaybackTrack forces unwanted polyphony and bypasses AudioStreamPlayer3D's `max_polyphony` limit.
Labels: bug,topic:audio,topic:animation

### Godot version

4.X

### System information

Windows 10

### Issue description

I have a looping animation, I want the sound (AudioPlaybackTrack) within that animation to loop when the animation loops.
But if the `end_offset` of the audio clip exists outside the animation length the audio is not stopped and then overlaps with itself, and it it's practically impossible to set the `end_offset` to the very end of the animation length.
(Because the adjusting end_offset value manually to get the exact endpoint of the animation using the sound length and the animation length values is finnicky. I also can't snap the end offset to anything by dragging it in the timeline either.)

That aside, this sound overlapping shouldn't even happen anyways if the `max_polyphony` property of the AudioStreamPlayer3D being used by the audio track is set to 1. It should only be able to play one sound at a time so it should cut the last sound being played when the loop restarts to begin the sound again.

---
Note:

When the AudioPlaybackTrack makes the AudioStreamPlayer3D play a sound it creates and adds an "AudioStreamPolyphonic" resource to it, I assume that this resource ignores the `max_polyphony` property of the AudioStreamPlayer.



### Steps to reproduce

- create an AudioStreamPlayer3D and an AnimationPlayer in your scene.
- create an animation and select the looping button.
- add an Audio Playback Track to it that is connected to the AudioStreamPlayer3D
- import and add a sound file to the Audio Playback Track that is longer than the length of the animation
- set AudioStreamPlayer3D `max_polyphony` to 1
- play the animation.

The audio should continue to play and overlap with itself even after the loop ends.

### Minimal reproduction project

To be added if necessary.
Repository: godot
Issue: get_property_list returns different values on export
Labels: discussion,topic:export

### Godot version

4.1.2.stable

### System information

Godot v4.1.2.stable - macOS 12.7.0 - Vulkan (Compatibility) - Intel Iris OpenGL Engine - Intel(R) Core(TM) i5-4278U CPU @ 2.60GHz (4 Threads)

### Issue description

Calling `get_properties_list()` returns different values from a dataclass depending of if it's run from the editor or from a compiled project. Not sure if this is intended behavior but it was the cause of an error that was very hard to track down.

I ran into this error because I use `get_property_list` to make updating properties of dataclasses easy.

For example if we had a dataclass with various attributes and an update comes in that has the form {`"prop_a": "new_value", "prop_b": "new_value", ... }` then we can use `get_property_list` to automatically parse this structure and set new values on the datastructure.

Due to this error it broke the above code whenever I exported the project.

Note: I have only been able to test this on a macos export, it is not confirmed on linux or windows.

### Steps to reproduce

Download the minimal reproduction project, try running the project from the editor and view the output, you should get: 

```
[{ "name": "RefCounted", "class_name": &"", "type": 0, "hint": 0, "hint_string": "", "usage": 128 }, { "name": "script", "class_name": &"Script", "type": 24, "hint": 17, "hint_string": "Script", "usage": 1048582 }, { "name": "data_class.gd", "class_name": &"", "type": 0, "hint": 0, "hint_string": "res://data_class.gd", "usage": 128 }, { "name": "data_property", "class_name": &"", "type": 2, "hint": 0, "hint_string": "", "usage": 4096 }]
```

Now compile the project and check the output:

```
[{ "name": "RefCounted", "class_name": &"", "type": 0, "hint": 0, "hint_string": "", "usage": 128 }, { "name": "script", "class_name": &"Script", "type": 24, "hint": 17, "hint_string": "Script", "usage": 1048582 }, { "name": "data_property", "class_name": &"", "type": 2, "hint": 0, "hint_string": "", "usage": 4096 }]
```

And notice that in the first code snippet it has ` "name": "data_class.gd" ... ` whereas the second does not.





### Minimal reproduction project

[get_property_list_inconsistency.zip](https://github.com/godotengine/godot/files/13064659/get_property_list_inconsistency.zip)
Repository: godot
Issue: Script parsing fails when two scenes reference eachother
Labels: bug,topic:core,topic:gdscript

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Kubuntu 22.04

### Issue description

If two packed scenes reference each other gdscript parser fails with..
```
E 0:00:00:0350   _parse_ext_resource: res://scenes/menus/menu-options.tscn:31 - Parse Error: [ext_resource] referenced non-existent resource at: res://scenes/menus/menu-main.tscn
  <C++ Source>   scene/resources/resource_format_text.cpp:162 @ _parse_ext_resource()
```

![image](https://github.com/godotengine/godot/assets/2453707/3b01ac04-babd-452e-a27a-b5642154071b)
![image](https://github.com/godotengine/godot/assets/2453707/780e8ede-5300-439a-a421-0d9616a289f5)


I suggest that PackedScenes be lazily evaluated in the same way if they were just a string path.

### Steps to reproduce

- Make two scenes
- write a script that exports packedscene 
- assign it to each scene
- assign scene a to scene b's export
- assign scene b to scene a's export
- notice you get a parse error 

### Minimal reproduction project

[DumbSceneBug.zip](https://github.com/godotengine/godot/files/13064902/DumbSceneBug.zip)