sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Sampler2D Shader Global causes the values of shader parameters to be reset
Labels: bug,topic:editor,topic:shaders

### Godot version

4.0 Beta 12

### System information

Windows 10, Vulkan, Nvidia RTX 3060 Ti

### Issue description

If a ShaderMaterial uses a Sampler2d type global shader variable **_and_** the material is referenced in a GDscript, then the values of the material's regular shader parameters will get reset to defaults after the editor is restarted.
Note: the GDscript that references the material doesn't even have to be attached to anything.

The material on disk does still contain the parameter info such as an assigned texture, but in the editor the same parameter appears to be blank. 

If the .godot folder is deleted, then the material will correctly display the parameter values temporarily but only the first time the editor is launched. Upon restarting the editor again, the parameters are blank again.

The output window does show errors about the global variable being missing from the project settings, even though it's there.

Please see below video in which I demonstrate all of this (with audio):


https://user-images.githubusercontent.com/2095704/213845442-6debd1b9-bf15-49d4-86da-a50198a39f48.mp4




### Steps to reproduce

- Open the attached project file
- Assign a texture and edit the shader parameters of the Mat2_Globals.tres material (assigned to the sphere on the right)
- Save and restart the editor
- Observe that the values of the parameters on the material are now blank

### Minimal reproduction project

[Global_Shader_Bug.zip](https://github.com/godotengine/godot/files/10471584/Global_Shader_Bug.zip)
Repository: godot
Issue: Godot 4 editor UI (menus) significantly slower than 3.x
Labels: bug,topic:rendering,topic:editor,regression,topic:2d,performance

### Godot version

4.0.beta7 - 4.0.beta14

### System information

Windows 8 x64, Radeon RX 5500 XT (8Gb), 16 Gb RAM

### Issue description

Editor UI is much slower then in 3.5. Best example is mouse moving over menu - there is a visible lag between mouse movement and menu items highlighted. No such problem in 3.5.x. I tried beta builds 7, 9, 10, 11, 12 and 14. I remember alpha has similar performance as well.
Here is a short video comparison (11 seconds): https://youtu.be/3WGXcd-TUyg

### Steps to reproduce

Open any menu and move mouse up-down over items.
Other variant: open project settings or editor settings and drag scrollbar up and down (less noticeable though).

Godot 3.5 editor is very responsive comparing to Godot 4 betas.

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Add an ability to close quick accent bar by pressing escape
Labels: Idea-Enhancement,Product-Quick Accent

### Description of the new feature / enhancement

1. Hold any char key on your keyboard
2. Press space or arrows to invoke quick accent bar
3. At that point you are stuck. As soon as you release the key, you commit selected character without any way to avoid it, only Ctrl + Z after you've committed it

My proposal is to allow closing quick accent bar by pressing escape key on the keyboard. In such case releasing char key should just commit the char without any modifications

### Scenario when this would be used?

The scenario I faced almost immediately is when I wanted to just have a look at what accent characters are available for the given char, but in the end had to do the Ctrl + Z thing.

### Supporting information

_No response_
Repository: excalidraw
Issue: customizing ContextMenu
Labels: discussion,package:excalidraw

We should be slowly decoupling the editor from UI layer ( https://github.com/excalidraw/excalidraw/issues/6075), so we can't be adding contextMenu related components or icons and other things into the Actions objects themselves.

As such, we have two options for custom contextMenu:

1. have the editor take care of rendering the items from the Action objects configuration. This will prevent UI customization such as custom icons (if we introduce them to contextMenu items), and we'd also need to come up with DSL for grouping, nesting and similar.
2. build ContextMenu similar to `<MainMenu/>`.

Laying it out, I think it's actually clear we should go with (2). But we'll also need to modify Actions so that we can render all action items and they filter themselves out based on `type: "canvas" | "element"` and other predicates we use to conditionally render contextMenu items in `App._getContextMenuItems()`.

We may also consider adding support for opening contextMenu anywhere. Let's say a host app (or the editor itself) adds `onContextMenu` on an arbitrary DOM node, it should then be able to open the contextMenu with arbitrary items.
Repository: excalidraw
Issue: toolbar tool grouping/dropdown
Labels: enhancement,discussion

We might want to support grouping toolbar tools.

### Use cases:

- hiding less often used tools by grouping with (under) others
- adding support for tools which we wouldn't otherwise consider if we had to expose them on the main toolbar
- adding tool modifiers (switching between tool modes)

### Implementations:

1. **click-to-choose**: clicking a tool will always open the dropdown. We'd definitely auto-pick the active tool so you could ignore the dropdown if you didn't want to switch tools.

    **upsides:** 100% discoverable
    **downsides:** annoying if 90% of the time you don't want to switch.
3. **click-on-arrow-to-choose**: split the tool into the button and an arrow. Only clicking on the arrow opens the dropdown. 

    This is what Figma below is using. They also do not switch tools when you only click on the arrow, which I think is bad UX because it's not often clear what you're clicking on.

    ![image](https://user-images.githubusercontent.com/5153846/213866423-7d5a821a-2e19-4d4d-a675-757b0cb81f07.png)

    **upsides:** discoverable
    **downsides:** Annoying if you misclick. It takes more space. It's not as pretty.
4. **hold-to-choose**: clicking doesn't open the dropdown. You need to click-hold pointer for an interval (~500ms+).

    Below, Affinity Designer:
  
    ![affinity-toolbar-dropdown](https://user-images.githubusercontent.com/5153846/213866460-e3ececbf-2155-41e6-bf2e-a2bc1c7fb60c.gif)

    **upsides:** not annoying if you rarely switch
    **downsides:** least discoverable (even if we still render an arrow for grouped tools).

5. **slide-to-choose**: modification of (3), where you can also drag-slide to open the dropdown. We should likely do this on top of (3), not exclusively, because it's rather hidden behavior. But it could be useful if you don't want to wait the delay period. 

    **upsides:** same as (3) with a bonus UX if needed
    **downsides:** same as (3)
Repository: godot
Issue: Exported Game crashes when using GD.Print in a Method called with Reflection in C#
Labels: bug,topic:dotnet

### Godot version

4.0.beta13

### System information

Windows 10 64-Bit

### Issue description

I want to call an Method from an external dll with reflection wich calls GD.Print. Running this Example in the Editor works. But its not working when i export the Game for Windows. I get an short Error Message in the Console Window: "Fatal error. System.AccessViolationException: Attempted to read or write protected memory."
<img width="678" alt="image" src="https://user-images.githubusercontent.com/12721764/213867678-8f4d03d7-3ff1-44a5-94b7-1e18b4c05dc2.png">

If i return a string in this Method and call it from the Main Programm. It works like expected.

### Steps to reproduce

The attached Project depends on 2 C# Projects. "Extradll" is used to create the dll which is used by the Reflection project. 
The Variable "PathToDll" in the Main.cs file needs to be changed to the Location of the Extradll.dll.

after this change it should  run normal when started in Editor but crashes if you Export and start the .exe.

### Minimal reproduction project

[Reflection.zip](https://github.com/godotengine/godot/files/10472212/Reflection.zip)
Repository: vscode
Issue: "Open with Code - Insiders" is not available
Labels: under-discussion,windows 11,system-context-menu

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- VS Code Version: 1.75.0-insider (user setup)
- OS Version: Windows 11 Pro 22H2 22621.1105

Steps to Reproduce:

1. Install VSCode v1.75.0-insider
2. During installation, select ```Add "Open with Code - Insiders" action to Windows Explorer file context menu``` checkbox.

https://github.com/microsoft/vscode/issues/127365 is closed but the issue is not - at least not for me. I've reinstalled VSCode 3 times already (the first time was a new install actually) and the option is not in the context menu - not in the ```Show more options``` menu either.
Repository: neovim
Issue: Documentation around cursor shape in tmux is outdated (or needs clarification)
Labels: bug,documentation

### Describe the bug

There's a [section of `:h tui-cursor-tmux`](https://github.com/neovim/neovim/blob/master/runtime/doc/term.txt#L220-L222) that reads:

> Unlike Nvim, if [the "Ss" and "Se" capabilities] are not in terminfo you must add them by setting "terminal-overrides" in ~/.tmux.conf .

This line confused me for a bit since they are not in my terminfo (I'm using `tmux-256color` and verified this with `infocmp`) and I do not have terminal overrides for those capabilities in my `~/.tmux.conf` but cursor style is still working properly. Maybe this was fixed in a newer version of tmux? I'm using tmux 3.1c.

### Steps to reproduce

- `infocmp tmux-256color`: verify that Ss and Se are absent
- `tmux -V`: Check the tmux the version (I tested with 3.1c)
- In `~/.tmux.conf`: `set-option -g default-terminal "tmux-256color"`
- In `~/.tmux.conf`, verify that the `terminal-overrides` setting omits Ss and Se
- Open Neovim and enter insert mode

### Expected behavior

Behavior for me is that cursor shape changes correctly - if it does, I think the documentation needs to be updated.

### Neovim version (nvim -v)

0.7.0

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

CentOS 7.9

### Terminal name/version

xfce4-terminal 0.8.10

### $TERM environment variable

tmux-256color

### Installation

system package manager
Repository: stable-diffusion-webui
Issue: [Bug]: Copy image to Sketch / Inpaint Sketch doesn't work
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

When copying to sketch/inpaint sketch from img2img, it doesn't load. It's been this way since the feature was made available with command line. Now that it's built in it still does not work correctly.

The function to send directly to sketch causing the UI of my browser to freeze (older builds), on new builds, it just errors out and shows an blank canvas image error. Only way to sketch is to drop in my own image through file browser, built in function doesnt work.

Am i the only one with this issue.

![Screenshot 2023-01-21 111008](https://user-images.githubusercontent.com/111059656/213875881-27b70a1b-989b-4ed6-918f-16f094f9b14e.png)


### Steps to reproduce the problem

1. Create an image in txt2img
2. Send img to img2img
3. Copy img to sketch / inpaint sketch

### What should have happened?

Image should load and allow brush edits

### Commit where the problem happens

3bf9351a9b

### What platforms do you use to access UI ?

Windows

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

Mozilla Firefox, Microsoft Edge

### Command Line Arguments

```Shell
--listen --port 7861 --api --enable-insecure-extension-access --xformers --deepdanbooru --gradio-auth 123:abc
```


### Additional information, context and logs

_No response_
Repository: excalidraw
Issue: customizing element properties sidebar
Labels: package:excalidraw

Support host apps to customize the properties sidebar component.

related: https://github.com/excalidraw/excalidraw/issues/6075

But if we go the same way as with `<MainMenu>`, it may too hard/annoying for host apps to keep in sync with default items. And we need to simplify the sidebar rendering logic: 

https://github.com/excalidraw/excalidraw/blob/d0b33d35db37f695f3962ac463c10c1c7fbe1a9c/src/components/Actions.tsx#L35-L204

![image](https://user-images.githubusercontent.com/5153846/213875905-c740f34b-b3f7-436e-bf25-d0b92f53c65f.png)
Repository: rust
Issue: Pattern-matching on `#[non_exhaustive]` unit/tuple structs and variants causes confusing diagnostic
Labels: A-diagnostics,T-compiler,E-help-wanted,D-papercut,A-patterns

### Code
In crate A:
```Rust
pub enum Foo {
    #[non_exhaustive]
    Unit,

    #[non_exhaustive]
    Tuple(i64),
}
```

In crate B:
```rust
use A::Foo;

fn use_foo(val: Foo) {
    match val {
        Foo::Unit => todo!(),
        Foo::Tuple(..) => todo!(),
    }
}
```

### Current output

```Shell
error[E0603]: unit variant `Unit` is private
   --> crate_b/src/main.rs:150:30
    |
150 |         Foo::Unit => todo!(),
    |              ^^^^ private unit variant
    |
note: the unit variant `Unit` is defined here
   --> /.../crate_a/src/lib.rs:22:5
    |
22  |     Unit,
    |     ^^^^

error[E0603]: tuple variant `Tuple` is private
   --> crate_b/src/main.rs:151:30
    |
151 |         Foo::Tuple(..) => todo!(),
    |              ^^^^^ private tuple variant
    |
note: the tuple variant `Tuple` is defined here
   --> /.../crate_a/src/lib.rs:25:5
    |
25  |     Tuple(i64),
    |     ^^^^^

For more information about this error, try `rustc --explain E0603`.
error: could not compile `crate_b` due to 2 previous errors
```


### Desired output

The error message should reference `#[non_exhaustive]` rather than being implementation-centric. The "variant is private" message is unexpected, confusing the average user since variants don't take `pub` or other visibility specifiers.

The output should also suggest the fix: use a struct pattern instead, like `Foo::Unit { .. }` and `Foo::Tuple{ 0: val, .. }`.

### Rationale and extra context

Originally a conversation on Mastodon, @estebank suggested I file an issue:
https://hachyderm.io/@predrag/109723971447778736

### Other cases

_No response_

### Anything else?

_No response_

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Repository: stable-diffusion-webui
Issue: [Feature Request]: make added number to saved image configurable
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 ?

Currently this feature:

https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Custom-Images-Filename-Name-and-Subdirectory#add--remove-number-to-filename-when-saving

will add a prefix number to the saved image file. I'm proposing to add a configuration option to make it a suffix. This should still work for making unique filenames, but with the added benefit that the seed value can be first. This would help for users who are storing all their generated images in the same folder and want the filenames sorted by seed (or some other fixed value) and then sequence value.

### Proposed workflow

1. Go to Settings -> System tab.
2. Check "Add number to filename when saving"
3. When checked a radio button box appears below with the choices "as prefix" or "as suffix" as the format option.


### Additional information

_No response_
Repository: flutter
Issue: [in_app_purchase] support current entitlements on iOS
Labels: c: new feature,platform-ios,platform-mac,p: in_app_purchase,package,c: proposal,P3,team-ios,triaged-ios

## Use case

When a user installs an app for the first time, they may be upgrading their phone or using a second device. Applications need to detect the current state of purchases (entitlements) so that the app can provide a seamless experience. For example, if a user is using a new device but has active subscriptions from another device, they should be able to use the app as if their subscription had always been active on the new device.

Best practice for iOS is captured in this WWDC video: https://developer.apple.com/videos/play/wwdc2022/110404/
In the video they describe using [Transaction.currentEntitlements](https://developer.apple.com/documentation/storekit/transaction/3851204-currententitlements) with StoreKit 2 to detect existing entitlements without the user having to login or interact with the UI in any way, and without network calls. 

For older versions of iOS without StoreKit 2, they recommend using [verifyReceipt](https://developer.apple.com/documentation/appstorereceipts/verifyreceipt) which is an HTTP endpoint. This should not be called directly from the app, but could be called from an app-specific server. For this reason, `verifyReceipt` use is probably not feasible within the scope of the `in_app_purchase` library.

Using `restoreTransactions` [is not recommended for this use case](https://developer.apple.com/documentation/storekit/in-app_purchase/original_api_for_in-app_purchase/restoring_purchased_products) for two reasons:
1. It creates a new transaction for every transaction previously completed
2. It prompts the user to provide the user's App Store credentials, which interrupts the flow

## Proposal

Provide API in [in_app_purchase](https://pub.dev/packages/in_app_purchase) to access current entitlements using best practice described above with StoreKit 2 `Transaction.currentEntitlements`
Repository: stable-diffusion-webui
Issue: [Feature Request]: Improve the Networks UI
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 ?

The new networks menu is great but it's very cluttered. I have some suggestions for it:

1. An option to adjust the scale of the thumbnails. They're way too big right now.
2. Move the pop-up menu to the right side only, instead of at the top. So that only the image preview pushes down when you open it instead of everything. This is to avoid having to open and close the menu constantly, or to avoid having to scroll a ton to get to your CFG sliders and such. 
3. Could the network buttons be persistent instead of having to click that little button to open the entire tab? There could be a tab for the image preview there too instead of pushing it down.
4. Have new prompt boxes for the networks so the main prompt boxes don't get more cluttered and so you don't have to re-add your networks when you drag in new prompts to try. The previous system with Hypernets had them sit on top of your prompt separately which I'm very used to and prefer, and that functionality extending to the other networks would be nice. This request is difficult because there are benefits to having networks in the prompt, but at the same time it's inconvenient. Can we have both options? Another way to deal with this would be to take inspiration from the previous Hypernet and LORA implementations, and have sliders for both.

I have an image here attempting to illustrate these ideas:
![Desktop Screenshot 2023 01 21 - 13 29 42 61](https://user-images.githubusercontent.com/43702664/213888564-7da9f96e-a7b9-4981-9d7a-3ab21267bbda.png)

### Proposed workflow

Somehow make this menu less cluttered

### Additional information

_No response_
Repository: PowerToys
Issue: PowerToys Run: Open mapped drives/network locations by hostname/volume label
Labels: Needs-Triage

### Description of the new feature / enhancement

I've been enjoying PowerToys Run for quickly opening up inserted external drives or various volumes/locations of a known drive letter, but I do also have some network locations without drive letters which presently, PowerToys Run doesn't perceive.
Also being able to enter a known disk volume name where the drive letter isn't known would also be nice.

### Scenario when this would be used?

While I can type `Z:\media\music\daft punk` hit enter and it opens a folder full of their albums on my NAS, I can not use a network location named "music" mapped to `\\192.168.1.10\media\music` and instead simply enter something like `\\music\daft punk`

Also, while I can open an inserted SD card by its drive letter, that letter may vary depending how many other drives were inserted before plugging in my card reader. Currently if I have a drive named "N64" mounted and type in "N64" I only am offered a web search. Showing an option to open the volume with that name would be nice to have.

### Supporting information

_No response_
Repository: PowerToys
Issue: Run: Allow searching with initials/abbreviations
Labels: Needs-Triage

### Description of the new feature / enhancement

Currently, PowerToys doesn't (seem to, correct me if I'm wrong) support searching by initials/abbreviations. For example, typing `vsc` doesn't pull up `Visual Studio Code`, but instead just asks if you want to search it online. For an example of what I'm talking about, look at the symbol searching in VSCode. 

### Scenario when this would be used?

Some programs and filenames can be long to type, so being able to type their initials instead would save a lot of time (e.x. typing `vs2` would bring up `Visual Studio 2022`, `dcm2` would bring up `Developer Command Prompt for Visual Studio 2022`, `lgs` would bring up `Logitech Gaming Software`, etc.).

### Supporting information

![image](https://user-images.githubusercontent.com/94928669/213890277-048a5fbd-b792-48fc-b581-ba3c7d5c99eb.png)
desired results (vscode symbol search used as example [file used is json.hpp])

![image](https://user-images.githubusercontent.com/94928669/213890298-3432ad01-ee5b-4cf4-8a8c-d33fdfeaad5b.png)
image of abbreviations not working (trying to open `Visual Studio Code`)

![image](https://user-images.githubusercontent.com/94928669/213890339-3a911dda-85c5-48e1-9fd3-dd41e886c669.png)
image of abbreviations not working (trying to open `Developer Command Prompt for Visual Studio 2022`)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Networks Pagination
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 like most of how the networks gallery works now, however opening it with 50+ files immediately breaks the height barrier, a small pagination with 1/2 rows (probably 1) would make this much more bearable, especially because there's already a search function that one could use if they want something from "way at the back".

### Proposed workflow

A small pagination counter at the top of the networks gallery (below the tabs, but above the previews) popping up which would have "prev" and "next" at each edge, and inbetween those edges have as many number pages as can fit, or alternatively just a dropdown pager inbetween prev and next.

### Additional information

_No response_