sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: TileMapLayer tiles aren't batching
Labels: enhancement,topic:2d,performance

### Tested versions

reproduced
- v4.3.stable.official [77dcf97d8]

### System information

Ubuntu 22.04.4 LTS, GTX1060 6GB, NVIDIA 535.183.01, Compatibility mode

### Issue description

noticed that Godot 4 `TileMapLayer` tiles aren't batched if tiles not in same texture, even if textures in same atlas. However in Godot 3 tiles are batching (if textures in same atlas)

## godot 4

separate textures, 16x16 rect, 2 tile-types, same atlas texture = **34 drawcalls**
![image](https://github.com/user-attachments/assets/e7fc04a8-1e73-432d-b615-52f252d25b4b)
same texture, 16x16 rect, 2 tiles, same atlas = **1 drawcall**
![image](https://github.com/user-attachments/assets/55292c68-1d3c-4407-9887-bf90ea61fda5)


## godot 3
separate textures, 16x16 rect, 2 tile-types, same atlas texture = **2 drawcalls**
![image](https://github.com/user-attachments/assets/b89c6785-710f-4f87-bca8-e1ebcbedf28a)
![image](https://github.com/user-attachments/assets/27db2fd0-808e-4638-9ac8-4e7b63c9a068)


### Steps to reproduce

1. run attached files
2. check raster monitor

### Minimal reproduction project (MRP)

[for_godot3.zip](https://github.com/user-attachments/files/16720806/for_godot3.zip)
[for_godot4.zip](https://github.com/user-attachments/files/16720808/for_godot4.zip)
Repository: vscode
Issue: [Feature request] I would like to run a command to create a new profile without opening the app because after I want to install an extension
Labels: feature-request,user-profiles

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Hello!

Firstly, I know the command `code --profile "Blablabla"`. It automatically creates a new profile, but it opens the app. 

I do not have a profile called "Codebraid Pandoc" and I wanted to install an extension like:

```sh
code --install-extension published.extension --profile "Codebraid Pandoc"
```

I received the information:

```sh
Profile 'Codebraid Pandoc' not found.
```

I could run the command `code --profile "Codebraid Pandoc"`, but I do not want it to open the app after creating automatically a new empty profile because I also need to install an extension after.

I use the Shell Script to install automatically by user and by profile:

```sh
# Universal and user profile

extensions=("publisher.extension-01" "publisher.extension-02" "publisher.extension-03")
icons_themes=("publisher.icon-theme-extension-01" "publisher.icon-theme-extension-02" "publisher.icon-theme-extension-03")
themes=("publisher.skin-theme-01" "publisher.skin-theme-02" "publisher.skin-theme-03")

install_extensions() 
{
  local -n items=$1
  local type=$2

  for item in "${items[@]}"; do
    code --install-extension "$item"
    echo "Installed $type: $item"
  done
}

install_extensions extensions "extension"
install_extensions icons_themes "icons_theme"

# Codebraid Pandoc profile

extensions_for_codebraid_profile=("publisher.extension-for-codebraid-01" "publisher.extension-for-codebraid-02" "publisher.extension-for-codebraid-03")

# Pure Markdown profile

extensions_for_pure_markdown_profile=("publisher.extension-for-pure-markdown-01" "publisher.extension-for-pure-markdown-02" "publisher.extension-for-pure-markdown-03")

install_profile_extensions()
{
  local -n items=$1
  local profile=$2

  for item in "${items[@]}"; do
    code --install-extension "$item" --profile "$profile"
  done
}

install_profile_extensions extensions_for_codebraid_profile "Codebraid Pandoc"
install_profile_extensions extensions_for_pure_markdown_profile "Pure Markdown"
```

If possible, I also would like to disable an extension when installing it with or without a profile. I know the command `code disable-extension <ext-id>`, but I want to install it and disable it after without opening the app because I am going to install another extension. Maybe it would look like:

```sh
code --install-extension publisher.extension --enable-extension false
code --install-extension publisher.extension --enable-extension false --profile "Codebraid Pandoc"
```
Repository: TypeScript
Issue: Readonly shorthand cast for expression where `as const` is forbidden
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

readonly, const readonly, readonly cast, readonly cast expression

### ✅ 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

Adding a `readonly` modifier keyword to an expression to cast it automatically to its `readonly T` counterpart using the `T` type resulting from the expression.

My main fear is that it could be considered an <q>expression-level syntax</q> and consequently rejected. If this syntax is problematic, is there another possible syntax for providing the same behavior? I have considered `as readonly auto`, but this `auto` keyword should then be introduced in TS.

### 📃 Motivating Example

Assigning a mutable object to a `const` can lead to subtle bugs (or at least, undesired behaviors) if we expect it to not be modified:
```typescript
const t = [1, 2, 3] as const
const doubles = t.map(x => x * 2)
doubles.push(4) // OK!
```

The solution could be to write:
```typescript
const t = [1, 2, 3] as const
const doubles: readonly number[] = t.map(x => x * 2)
// Or: const doubles = t.map(x => x * 2) as readonly number[]
doubles.push(4) // Error!
```

But it is more verbose than necessary, since the actual `T` in the `readonly T` type could be automatically determined based on the expression.

With this proposal, we could just write:
```typescript
const t = [1, 2, 3] as const
const doubles = readonly t.map(x => x * 2)
doubles.push(4) // Error!
```

To cast the expression as its `readonly` equivalent type.

### 💻 Use Cases

The main goal is to make converting a type to its `readonly` counterpart easy to write, to make trivial expressing the appropriate type for `const`-assigned objects to be truly immutable when it is relevant.

The actual solution works, but is too verbose, since it requires to explicitly write the full type of the expression, making it very undesirable to use, and therefore unlikely to be.
Repository: rust
Issue: Tracking Issue for `string_from_utf8_lossy_owned`
Labels: T-libs-api,C-tracking-issue,F-string_from_utf8_lossy_owned

Feature gate: `#![feature(string_from_utf8_lossy_owned)]`

This is a tracking issue for lossy UTF-8 conversion from `Vec<u8>` to `String`.

### Public API

```rust
impl String {
    pub fn from_utf8_lossy_owned(v: Vec<u8>) -> String;
}
impl FromUtf8Error {
    pub fn into_utf8_lossy(self) -> String {
}
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] Implementation:
   - ACP accepted: https://github.com/rust-lang/libs-team/issues/116
   - Implementation PR: #129439
   - #130408
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

<!--
Once the feature has gone through a few release cycles and there are no
unresolved questions left, the feature might be ready for stabilization.

If this feature didn't go through the RFC process, a final comment period
(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
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### Unresolved Questions

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stabilised. If multiple (unrelated) big questions come up, it can be a good idea
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Zulip, or the internals forum) here.
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- None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: godot
Issue: Exported variable resets to default after collapsing the structure
Labels: topic:editor,needs testing

### Tested versions

4.3 Stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

One of two exported variables in a scene will not save anything when changed in the editor.

### Steps to reproduce

I have a scene with two exported variables. One in an Array and I can add things to it just fine. The other, I've tried several different things, but it always resets when I collapse it. For instance if I have it as `@export var cats = Array[Dictionary]`. In the editor, I add a Dictionary element to the 'cats' exported variable. I give the key a String value 'test'. I then add an Array as the value of the test key in the cats array. I add a couple int values into that "test" array. Now I should have the structure below
```
cats [
    {"test":[0,1,2,3]}
]
```
I hit ctrl+s to save. I click the button for the 'cats' exported variable to collapse the structure.
Click the 'cats' exported variable button again to look at the structure, and it's all gone. Nothing saved. It's not in the scene file.
I've tried changing variable names, I've tried reloading the project, etc. It always disappaers.

### Minimal reproduction project (MRP)

[test.zip](https://github.com/user-attachments/files/16721430/test.zip)
Repository: rust
Issue: Decide whether we want MSRV-gating
Labels: T-lang,C-discussion

There's an open proposal to add an `--msrv` flag to the compiler:

- https://github.com/rust-lang/compiler-team/issues/772

The idea is that this could be used, in a similar way to the current `--edition` flag, to gate lints (or features?) based on the MSRV.

As a process matter, since lang approves new lints and how they are gated, it seems that it might be helpful to T-compiler to know whether and how lang might intend to use this gating.  So let's discuss that.

@rustbot labels +T-lang +C-discussion +I-lang-nominated

cc @rust-lang/lang @compiler-errors
Repository: tauri
Issue: [bug] DragDropEvent payload position is incorrect
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

I'm using `getCurrentWebview().onDragDropEvent()` and `event.payload.position`. I'm using  `HTMLDivElement.getBoundingClientRect()` to check if the pointer is over a div. It's possible I'm doing this incorrectly.
It does appear that the div is reporting it's own coordinates correctly when I enable the rulers in devtools.

The y position is off (value is too small), so it appears that the pointer is over the div when it's a bit above the top of the div, and not over it when it's a bit above the bottom.

Probably not coincidentally, it appears to align with the bottom of the pointer icon, i.e. the bottom of the green + in the icon image:
<img width="56" alt="image" src="https://github.com/user-attachments/assets/0e78e3e1-07e7-407b-a8d7-0c9b7530a564">

I'm on OSX 14.3.1, M1 chipset. 



### Reproduction

A minimal example is here: https://github.com/lendle/dragndrop

I created the app with `npm create tauri-app@latest -- --rc` and made the following changes:
* enabled the `"core:event:default"` permission
* Removed a couple plugins that aren't necessary for the example
* Added a div and handlers in [+page.svelte](https://github.com/lendle/dragndrop/blob/main/src/routes/%2Bpage.svelte#L15-L38)

I've found that it's off by about 28 pixels, and if I adjust the y position by that amount, things work as expected. I have that commented out in the example.

### Expected behavior

The y position of the drag event position should align with the pointy end of the pointer. 

### Full `tauri info` output

```text
> drangndrop@0.1.0 tauri
> tauri info


[⚠] Environment
    - OS: Mac OS 14.3.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.79.0 (129f3b996 2024-06-10) (Homebrew)
    ✔ cargo: 1.79.0
    ⚠ rustup: not installed!
      If you have rust installed some other way, we recommend uninstalling it
      then use rustup instead. Visit https://rustup.rs/
    ⚠ Rust toolchain: couldn't be detected!
      Maybe you don't have rustup installed? if so, Visit https://rustup.rs/
    - node: 22.5.1
    - npm: 10.8.2

[-] Packages
    - tauri [RUST]: 2.0.0-rc.6
    - tauri-build [RUST]: 2.0.0-rc.6
    - wry [RUST]: 0.42.0
    - tao [RUST]: 0.29.1
    - @tauri-apps/api [NPM]: 2.0.0-rc.3
    - @tauri-apps/cli [NPM]: 2.0.0-rc.7

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../build
    - devUrl: http://localhost:1420/
    - framework: Svelte
    - bundler: Vite
```



### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Slow import with a ton of small files.
Labels: bug,needs testing,topic:import,performance

### Tested versions

Reproducible in 4.3 stable, 4.4  https://github.com/godotengine/godot/pull/93064

### System information

Sansung galaxy s23+ Forward mobile

### Issue description

This issue might seem related to https://github.com/godotengine/godot/issues/93877 , but not, because the import is alr using vsync dissabled and update continously, so it not that , and also is not the speed itself because importing each files is instant( due to the minimal size in project. 

Anyways , to start with, in a project where you have to import tons of tons of images like over 100k small image files it quite slow, as sure mobile is alrays slower, but taking 2 HOURS to get the import to 50% , is kind of suspicious, as the impprt of each files is instant as most just have small kbs on memory, they are easy to import, and mipmap or compression do not look like they  aggregate time( as it still total instant again, they don't even take 1 second  to import one) , so the cause must be on something else( also note this can be reproducible on  model files tho).

The possible cause: 

An idea i had on what is causing the slow import  might be that is just processing 1 file after another then repeat, when it has the  chance to procced way more at the same time as i said due to importing each being really fast. Another cause might just be the lack of having  the import process in parallel, but i am not  aware if it there in this side or not..

Ways to solve it?

1. Make the reimport process instead of reading  one file at a time, make it proceed like 10 or 20 at the same time as a list and then repeat with other 10  and etc..For it we can use the info we recieved from the mport preparation to classify the files by 10 or 20 as i mentioned. 
2. Make the import process to use threads if not done ( idk if it done alr), ie divide the process by the number of threads and each file reimported has it own thread, or even combine it with what i mentioned of  processing 10 files at the same time without being blocked on just processing 1 by 1 file.(Edit, it seems it multithreaded alr  based on some stuff i heard) 

### Steps to reproduce

- Open the project 

- Wait for everything is scanned until reimport assets popup.

- Notices how the files reading instantly, are still quite slow to import everythimg

Edit notes: you can also reproduce this easily  just by duplicating  small files a lot of times, i kind of reproduced it a bit on tps demo by duplicating the models folder multiple times until gettting to 15 gb, but it takes 50 minutes to reimport as it more like over 25k files( though combined with .godot folder it like almost 40 gbs 😅), which further confirms it not the  size, but the amount of size on  the texture were  1k, 2k and 4k. 


### Minimal reproduction project (MRP)

It pretty big so i rediret to it page https://github.com/PMDCollab/SpriteCollab/tree/master
Repository: rust
Issue: Should debuginfo special-case vectors?
Labels: A-debuginfo,T-compiler,WG-debugging

In #129403 I'm seeing that using array-based SIMD types changes the debug info you get from them, and thus #128866 has in fact already changed the debuginfo you get from platform types like `__m256`.

```diff
 // gdb-command:print vi8x16
-// gdb-check:$1 = simd::i8x16 (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
+// gdb-check:$1 = simd::i8x16 ([0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15])
```

Should debug-info notice the `Vector` ABI and emit something that doesn't get double-braced?  Or does it not matter and the `([1, 2])` is completely fine so it's not worth changing?
Repository: godot
Issue: CanvasTexture can't use AtlasTexture as an input for either Diffuse, Normal nor Specular maps
Labels: discussion,documentation,topic:2d

### Tested versions

- Reproducible in Godot v4.3.stable.official [77dcf97d8]

### System information

Windows 11; Godot 4.3-stable; Forward+

### Issue description

When creating a CanvasTexture and placing an AtlasTexture as one of the input inside the CanvasTexture, it will only generate a white rectangle (that sometimes disappears). CanvasTexture works well with a regular CompressedTexture2D.

### Steps to reproduce

1. Create Sprite2D
2. Assign it a new CanvasTexture
3. In the CanvasTexture assign a new AtlasTexture as Diffuse
4. Configure the AtlasTexture by dragging in a .png file and choosing a region
5. BAM! White rectangle :(

### Minimal reproduction project (MRP)

So basic that it's not really needed.
Repository: vscode
Issue: Commands `Go To Next Change` and `Show Next/Previous Change` do not work in Multi-File diff viewer
Labels: bug,multi-diff-editor

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version:  N/A
- OS Version:  N/A

Steps to Reproduce:

1. Open multi-file diff view
2. None of the commands two `Go To Next Change` (from command palette) work
3. Similarly the `Show Next/Previous Change` doesn't work


Found these while testing the notebook diff viewer.
Repository: flutter
Issue: TextOverflow ellipsis with TextStyle height 1 cut off the letter
Labels: framework,a: typography,has reproducible steps,P2,team-engine,triaged-engine,found in release: 3.24,found in release: 3.25

### Steps to reproduce

1. `flutter create .`
1. apply code sample
1. see result

### Expected results

Text should show clear, full height

### Actual results

Text cut off under baseline

### Code sample

<details open><summary>Code sample</summary>

```dart
const Text(
  'gggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg',
  overflow: TextOverflow.ellipsis,
  style: TextStyle(height: 1),
),
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

![Screenshot_1724393819](https://github.com/user-attachments/assets/f60be61b-bca6-4f66-8648-00c699c0d985)

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
$ flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel master, 3.25.0-1.0.pre.102, on Microsoft Windows [Version 10.0.22631.4037], locale en-US)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 35.0.0)
[√] Chrome - develop for the web
[X] Visual Studio - develop Windows apps
    X Visual Studio not installed; this is necessary to develop Windows apps.
      Download at https://visualstudio.microsoft.com/downloads/.
      Please install the "Desktop development with C++" workload, including all of its default components
[√] Android Studio (version 2024.1)
[√] VS Code, 64-bit edition (version 1.92.2)
[√] Connected device (5 available)
[√] Network resources

! Doctor found issues in 1 category.
```

</details>