sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Tilemap tools in terrain mode 'connect mode' and 'path mode' not behaving as described or in a predictable way.
Labels: topic:editor,needs testing,topic:2d

### Godot version

4.0 Beta 14

### System information

Mac OS 11.6.7

### Issue description

The connect mode tooltip tells me

'Paints a terrain and the connects it with surrounding tiles of the same terrain'

However as shown in this gif it only works on squares and does not seem to check diagonal squares at all meaning you can not make use of diagonal tiles with this autotile mode.

![godot_tilemap_01](https://user-images.githubusercontent.com/119736831/213895398-6727842e-f750-4034-93a6-20e95ccd8278.gif)

Path mode has similar issues, i feel like this is doing what it is described as, but the fact that it disconnects other paths makes it kind of useless.

![godot_tilemap_02](https://user-images.githubusercontent.com/119736831/213895397-4b768e21-371f-4d08-92a4-6a03acfb8897.gif)

Here is an example of trying to use both tools to create a diagonal room. Very frustrating and unhelpful! 

![godot_tilemap_03](https://user-images.githubusercontent.com/119736831/213895396-ca614ed3-fa38-4fa5-bcbc-b6f419f076a0.gif)


### Steps to reproduce

Create a 256 bit-masked image with edges and corners and try and make a diagonal room using autotile

### Minimal reproduction project

x
Repository: rust
Issue: Unreliable warnings about unreachable code downstream of uninhabited expression
Labels: A-diagnostics,T-compiler

### Code

```Rust
use core::convert::Infallible;
use core::hint::unreachable_unchecked;

fn make_infallible() -> Infallible { 
    // Infallible implements From<!>
    loop { }
}

extern {
    fn side_effects();
}

pub fn has_unit_type() {
    let _a : Infallible = make_infallible();

    // This gets no unreachable-code warning
    println!("I cannot execute");

    // This gets no unreachable-code warning
    unsafe { side_effects() }

    // This gets an unreachable-code warning
    if false { }
}

pub fn has_never_type_no_warning() -> ! {
    let _ : Infallible = make_infallible();

    // This gets no unreachable-code warning (probably correctly?)
    unsafe { unreachable_unchecked() }
}

pub fn has_never_type_has_warning() -> ! {
    let _ : Infallible = make_infallible();
    // This has the same never-type, but does get a warning
    loop {}
}
```


### Current output

```Shell
warning: unreachable expression
  --> src/lib.rs:23:5
   |
14 |     let _a : Infallible = make_infallible();
   |                           ----------------- any code following this expression is unreachable
...
23 |     if false { }
   |     ^^^^^^^^^^^^ unreachable expression
   |
note: this expression has type `Infallible`, which is uninhabited
  --> src/lib.rs:14:27
   |
14 |     let _a : Infallible = make_infallible();
   |                           ^^^^^^^^^^^^^^^^^
   = note: `#[warn(unreachable_code)]` on by default

warning: unreachable expression
  --> src/lib.rs:36:5
   |
34 |     let _ : Infallible = make_infallible();
   |                          ----------------- any code following this expression is unreachable
35 |     // This has the same never-type, but does get a warning
36 |     loop {}
   |     ^^^^^^^ unreachable expression
   |
note: this expression has type `Infallible`, which is uninhabited
  --> src/lib.rs:34:26
   |
34 |     let _ : Infallible = make_infallible();
   |                          ^^^^^^^^^^^^^^^^^
```

### Rationale and extra context

It should warn on the first (and every) unreachable expression, not just the seemingly random set of expressions it fires on here. Note that if you change any of the `make_infallible()` calls to `panic!()` it will warn at the correct spots. So I think this is specifically related to the treatment of empty types.
Repository: godot
Issue: Cannot inherit from PhysicsBody3D or CollisionObject3D
Labels: bug,topic:core,topic:gdscript,topic:dotnet

### Godot version

4.0.beta14.mono

### System information

Windows 10

### Issue description

When in the editor you cannot create a script that inherits from PhysicsBody3D using the new script dialogue.

GDScript files that are manually edited to extend PhysicsBody3D do not immediatly produce any errors but cannot be instantiated.

**C# files that extend PhysicsBody3D will not compile due to a missing contructor.**


### Steps to reproduce

Searching for PhysicsBody3D shows no results.

![image](https://user-images.githubusercontent.com/20043270/213901593-d3663dc8-15ba-47a4-a8ad-d7af11426b46.png)

Searching for CharacterBody3D allows you to inherit from that class however shows both PhysicsBody3D and CollisionShape3D as disabled.

![image](https://user-images.githubusercontent.com/20043270/213901640-5584c999-e90b-41f6-824f-c7c67e86d35c.png)


### Minimal reproduction project

N/A
Repository: godot
Issue: Inconsistent gd-script execution
Labels: bug,topic:gdscript,needs testing

### Godot version

3.5.1.stable

### System information

Windows 10

### Issue description

Attached project runs inconsistently. It looks like there is something uninitialized in gd-script processing code. If breakpoints are placed at first lines of all methods of main.gd there may be 3 scenarios of how it runs.

1) It may first get into _ready() and debugger detaches as soon as execution gets to the 2-d line of _ready().
2) It may first enter into _get_sun_direction() without entering _ready() and stop because of null variable (which is indeed null).
3) It may first enter _ready() and proceed without any troubles without even entering _get_sun_direction() at all.

### Steps to reproduce

1) In main.gd place breakpoints at the first lines of _ready() and _get_sun_direction(), see the screenshot attached.
2) Run the project.
3) Step through the code by pressing F10.
4) It may either enter _ready() and detach the debugger at the 2-d line, or it may enter _get_sun_direction() and stop due to null variable, or it may step through the _ready() all the way with no problems at all.
5) Go to step 2), next time you run it, it may exhibit the same or different behavior. In order to get all 3 scenarios, it is necessary to run it many times.
![screenshot](https://user-images.githubusercontent.com/1449921/213903417-2ed27fa7-91ef-40d5-8350-88444b0267d7.jpg)


### Minimal reproduction project

[failing_scene.zip](https://github.com/godotengine/godot/files/10473865/failing_scene.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Release of open_folder function
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 ?

I want to use it in Extension.
(Not a copy and paste.)

in ui.py

def create_output_panel(tabname, outdir):
    def open_folder(f):
        ~

to

def open_folder(f):
    ~

def create_output_panel(tabname, outdir):


### Proposed workflow

1. Press folder icon
2. Folders open in the local system


### Additional information

_No response_
Repository: excalidraw
Issue: Images not loading when initialData doesn't resolve immediately
Labels: bug,package:excalidraw,images

**Problem**
When using excalidraw React component and passing a promise to `initialData` prop, images are not loading unless the promise is immediately resolved.  

**Why am I doing this?** 
I'm using excalidraw component on a personal app that fetches the initial scene data from a server, resolving the `initialData` promise once the server responds and I noticed that the excalidraw renders all the elements but only the placeholders are shown for the images:

<img width="799" alt="image" src="https://user-images.githubusercontent.com/1817522/213903594-cc185698-994d-4b6f-93e2-68886f40fc82.png">

In the beginning, I thought that the scenario data returned by the server might be corrupted, but if I pass the same data with `Promise.resolve`, it works with no issues. I also noticed that if the app window is resized, the images are immediately loaded, so maybe I'm missing a function call somewhere to force the image loading?

**Example**
Here's a small snippet to illustrate what I'm doing:

```js
const initialData = {}; // let's imagine is a valid scene data

export default function App() {
  const initialStatePromiseRef = useRef({ promise: null });
  if (!initialStatePromiseRef.current.promise) {
    initialStatePromiseRef.current.promise = resolvablePromise();
  }

  useEffect(() => {
    // Simulating request
    function fetchData() {
      setTimeout(() => {
        initialStatePromiseRef.current.promise.resolve(initialData);
      }, 250);
    }
    fetchData();
  }, []);

  return (
    <div className="App">
      <h1> Excalidraw Example</h1>
      <div className="excalidraw-wrapper">
        <Excalidraw initialData={initialStatePromiseRef.current.promise} />
      </div>
    </div>
  );
}
```
**Codesandbox**
Here's a functional example: https://codesandbox.io/s/excalidraw-forked-ts6s3s?file=/src/App.tsx

---

Thank you very much for this amazing tool! I'll be very happy to contribute if you think this would be a great first issue!
Repository: vscode
Issue: setting `terminal.integrated.env.osx.PATH` makes npm scripts stop working
Labels: bug,terminal-process

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Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.74.3
- OS Version: Mac 12.5

Steps to Reproduce:

1. In an empty folder, create `package.json` with content:
```json
{
    "scripts": {
        "path": "echo $PATH"
    }
}
```
2. run `path` in `NPM Scripts` or run `npm run path` in Integrated Terminal, both output the value of `PATH`
3. create `.vscode/settings.json` with content:
```json
{
  "terminal.integrated.env.osx": {
    "PATH": "${env:PATH}"
  }
}
```
4. run `path` in `NPM Scripts`, it gives:
```bash
 *  Executing task: npm run path 

zsh:1: command not found: npm

 *  The terminal process "/bin/zsh '-c', 'npm run path'" failed to launch (exit code: 127). 
 *  Terminal will be reused by tasks, press any key to close it. 
```
5. run `npm run path` in Integrated Terminal still gives the correct output.
Repository: PowerToys
Issue: Stop Windows key from opening the Start Menu interface
Labels: Needs-Triage

### Description of the new feature / enhancement

Hey,

I recently started to reassign my keyboard shortcuts with Keyboard Manager and now I use Windows Key + C to copy, instead of CTRL. Now all my CTRL + <key> commands are replaced with WinKey + <key>, but my only issue here remains the WinKey single-press shortcut that opens the start menu interface. Most of the time, I accidentally press the WinKey and the start menu pop-ups and it's starting to become annoying. 
Is there a way to use the Windows key as a normal shortcut button but stop opening the start menu pop-up interface?

### Scenario when this would be used?

If you use both macOS and Windows operating systems, you will try to remap the keyboard to be less different, therefore, I remapped the keyboard to be used on Windows like on the macOS: CMD + C = Windows + C to copy and so on. On both Windows and macOS I use WinKey + space to search for an item, therefore I don't use the single-press WinKey to open the Start menu interface, but I want to use the key in a video game to crouch or to dodge something for an example. 

### Supporting information

_No response_
Repository: godot
Issue: Vulkan: Godot randomly freezes when using triplanar UVs in material on AMD RDNA1 GPUs
Labels: bug,topic:rendering,confirmed,topic:thirdparty,regression,topic:3d

### Godot version

v4.0.beta14.official.28a24639c

### System information

Windows10, Vulkan, RX5700XT, latest drivers(31.0.12029.10015)

### Issue description

Whenver I use triplanar UVs in a material godot either freezes istantaneously or takes some time to freeze.
In either case it freezes after showing this message in the console:(sometimes it spams a bunch of them)

ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2299)
   
I tried my project on a macbook pro M1 and it never freezes.
I also tried it on my brother PC, which also has a RX5700xt and has the exact same issue. Sadly I could not try with a Nvidia graphics card.

### Steps to reproduce

Open the MRP(better with console to eventually kill the window if it freezes) and stay in the godot 3D view in the main scene.
Godot might freeze istantaneously, usually resulting in a graphics drivers crash, requiring a reboot of the OS.
In the best case, Godot will simply hang forever and you have to kill it by closing the console.

I tried with no other windows open except for godot and the crash still happens

### Minimal reproduction project

[TriplanarUVCrash.zip](https://github.com/godotengine/godot/files/10473950/TriplanarUVCrash.zip)
Repository: next.js
Issue: When Creating nextjs project from gitbash cmder  - but having vscode gitbash terminal open causes error: There are multiple modules with names that only differ in casing
Labels: bug

### Verify canary release

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

### Provide environment information

- Window 10 pro
- vscode 1.74.3
- cmder  latest version
- npx create-next-app @latest

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

_No response_

### Link to the code that reproduces this issue

https://stackoverflow.com/questions/75200189/create-next-app-causes-error-casing-there-are-multiple-modules-with-names-th

### To Reproduce

**1. Have vscode open with terminal set to gitbash and pointing to empty directory c:\apps**
**2. Open cmder. (a colour coded terminal)** 
**3. From Cmder: npx create-next-app@latest projectname --typescript**

**4. Select default options**
Need to install the following packages:
  create-next-app
Ok to proceed? (y) y
√ Would you like to use ESLint with this project? ... No / Yes
√ Would you like to use `src/` directory with this project? ... No / Yes
√ Would you like to use experimental `app/` directory with this project? ... No / Yes
√ What import alias would you like configured? ... @/*


**5. cd projectname**
**6. npm run dev**

**Error**
> _Import trace for requested module:
./node_modules/next/dist/shared/lib/router/utils/is-bot.js
./node_modules/next/dist/shared/lib/router/router.js
./node_modules/next/dist/client/router.js
./node_modules/next/dist/client/dev/on-demand-entries-client.js
./node_modules/next/dist/shared/lib/router/utils/is-dynamic.js
There are multiple modules with names that only differ in casing.
This can lead to unexpected behavior when compiling on a filesystem with other case-semantic.
Use equal casing. Compare these module identifiers:
* c:\apps\projectname\node_modules\next\dist\compiled\@next\react-refresh-utils\dist\loader.js!c:\apps\projectname\node_modules\next\dist\build\webpack\loaders\next-swc-loader.js??ruleSet[1].rules[3].oneOf[2].use[1]!C:\apps\projectname\node_modules\next\dist\shared\lib\router\utils\is-dynamic.js
    Used by 4 module(s), i. e._


### Describe the Bug

Often web developers have multiple terminals open when working on multiple projects, and switching between environments.
Having 2 terminals of different types is not unusual for devops.
If creating a project in a seperate terminal software, but having another terminal open is what is causing the create-next-app to cache some casing files oddly and prevents loading the page.
This is odd.


### Expected Behavior

I would have expectedthe environment to run without error.

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

chrome

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

npm run dev
Repository: TypeScript
Issue: Typescript crashes in VS Code insiders latest build with all extensions disabled and TypeScript Nightly extension
Labels: Needs More Info,Rescheduled

Hi, in our company we are working in relatively big TS monorepo.
For all our developers TS crashes few times a day.
My setup:
1. Visual Studio Code - **Insiders** - 1.75.0
2. JavaScript and TypeScript Nightly extension - latest
3. All extensions are disabled.

Another thing that we've tried is excluding from File Watcher `node_modules/**` and `node_modules` but i see its still being watched under, but i guess its a different thing.
# Bug Report

### 🔎 Search Terms

typescript crash, typescript plugin loading infinitely

### 🕗 Version & Regression Information

```
Version: 1.75.0-insider
Commit: 243854703b7fa371abb752ec0df7817a615a308b
Date: 2023-01-13T08:04:47.712Z (1 wk ago)
Electron: 19.1.9
Chromium: 102.0.5005.194
Node.js: 16.14.2
V8: 10.2.154.23-electron.0
OS: Darwin arm64 21.3.0
Sandboxed: Yes 
```

The indications for this crash are 
1. Typescript icon loading infinitely
2. Hovering on any code have a ("loading...") indication
3. All Typescript features aren't working
Repository: godot
Issue: Issues with animation state machine in animation tree
Labels: bug,topic:editor

### Godot version

4.0 beta13

### System information

Windows 10

### Issue description

Not sure if the issue was discovered already, but please let me know how to handle this

If you create an animation tree with an animation state machine, sometimes (can be reproduced in 80%) UI of the entire editor can be broken like on the screenshot

![Godot animation stm bug](https://user-images.githubusercontent.com/32593471/213909892-c72a49ad-e1a3-403b-aa91-db41414009ff.PNG)


### Steps to reproduce

Create animation tree
Create animation state machine
Reproduces after some time while editing states of sm

### Minimal reproduction project

-
Repository: rust
Issue: RangeXxx<&T> should implement RangeBounds<T> even if T is unsized
Labels: T-libs-api,C-feature-request

<!--
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
use std::collections::BTreeMap;
pub fn foo(map: &BTreeMap<String, i32>) -> impl Iterator<Item = (&String, &i32)> {
    map.range::<str, _>("".."")
}
```

I expected to see this happen: This should compile since `BTreeMap::range` is supposed to accept a `RangeBounds` with an unsized type parameter

Instead, this happened: It does not compile with the error:
```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the size for values of type `str` cannot be known at compilation time
 --> src/lib.rs:3:25
  |
3 |     map.range::<str, _>("".."")
  |         -----           ^^^^^^ doesn't have a size known at compile-time
  |         |
  |         required by a bound introduced by this call
  |
  = help: the trait `Sized` is not implemented for `str`
  = help: the following other types implement trait `RangeBounds<T>`:
            std::ops::Range<&T>
            std::ops::Range<T>
  = note: required for `std::ops::Range<&str>` to implement `RangeBounds<str>`
note: required by a bound in `BTreeMap::<K, V, A>::range`
```

This is because `Range<&str>` does not implement `RangeBounds<str>`, because the current `impl RangeBounds<str> for Range<&str>` is as follows:

```rs
#[stable(feature = "collections_range", since = "1.28.0")]
impl<T> RangeBounds<T> for Range<&T> {
    fn start_bound(&self) -> Bound<&T> {
        Included(self.start)
    }
    fn end_bound(&self) -> Bound<&T> {
        Excluded(self.end)
    }
}
```

Similarly, for other range structs except `(Bound, Bound)` and `RangeFull` (the latter of which does not have a type anyway), the type parameter is unnecessarily constrained to be sized:

![image](https://user-images.githubusercontent.com/19623715/213918887-c1a36f2d-daac-4f21-8e12-61274a292c4b.png)

The implicit `Sized` bound on `T` for the `RangeXxx<&T>` cases appears to be unintentional judging from the fact that there are no comments explaining this decision.

### 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 1.66.1 (90743e729 2023-01-10)
binary: rustc
commit-hash: 90743e7298aca107ddaa0c202a4d3604e29bfeb6
commit-date: 2023-01-10
host: x86_64-unknown-linux-gnu
release: 1.66.1
LLVM version: 15.0.2
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
<backtrace>
```

</p>
</details>
Repository: vscode
Issue: Using npm as the preferred package manager. Found multiple lockfiles
Labels: bug,tasks

There is only one npm lock file exists in my project, but always notify this:

<img width="1440" alt="image" src="https://user-images.githubusercontent.com/41773861/213919783-683a29a1-25bc-4eab-b412-0108b9025770.png">

Reproduce:

1. `git clone git@github.com:tjx666/vscode-fe-helper.git`
2. `npm install`
3. open debug panel and click `Run Extension`, you will see the notifiction


```
Version: 1.74.3 (Universal)
Commit: 97dec172d3256f8ca4bfb2143f3f76b503ca0534
Date: 2023-01-09T17:07:18.579Z
Electron: 19.1.8
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Darwin x64 22.2.0
Sandboxed: No
```
Repository: PowerToys
Issue: Fancy Zones Editor only showing 1920x1080 grid on 4k or 8k monitor
Labels: Issue-Bug,FancyZones-Editor,FancyZones-Layouts,Priority-2

### Microsoft PowerToys version

0.66.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

- 4k or 8k monitor (I suspect any non 1920x1080 monitor will result in the wrong grid)
- open Fancy Zones Editor
- Edit a layout
- Edit zones

![screen](https://user-images.githubusercontent.com/65197406/213922384-b91ac032-5e5c-481e-be8d-e74239c4956c.jpg)


### ✔️ Expected Behavior

The grid to size the zones should match the resolution of the monitor. 1080 is not correct for a 4k or 8k monitor.

### ❌ Actual Behavior

Always shows a 1920 x 1080 grid

### Other Software

_No response_