sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ENetMultiplayerPeer not work on the same instance (Server+Client)
Labels: needs testing,topic:network

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

I do port of a multiplayer network scene used in Godot3 for testing to Godot4 and i'm not able to get it running.


### First issue 
The scene is starting a server and client but the client is not connecting to the server.
If i run multiple instances and do run server on instance a and the client on instance b it works.

I don't understand why it doesn't work to run server and client in a single instance, that worked in Godot3.
Maybe I am doing something wrong, am grateful for any help.

### Second issue 
The signal await is not working an is stuck, i have current it commented out

	# await not works ???
	await network.server_started


### Steps to reproduce

load the attached project

Set to run two instances and start.
### secnario a:
    - run server on instance a 
    --> server is started

    - run client on instance b 
    --> client is started 
          client is connected to the server
### senario b:
    - run server+client on instance a
    --> server is started
    --> client is started 
         but client is not connected to the server

### Minimal reproduction project

[multiplayer.zip](https://github.com/godotengine/godot/files/10891504/multiplayer.zip)
Repository: neovim
Issue: windows: drop support for MSVCRT and get rid of WCHAR workarounds
Labels: platform:windows,encoding,unicode  💩

Background: There are two common libc implementations for windows supplied by microsoft https://www.msys2.org/docs/environments/#msvcrt-vs-ucrt

Importantly, the newer runtime UCRT has native support for UTF-8, including setting it as the _active codepage_ even before `main()` gets called. On the other hand, msvcrt, which was the runtime when we initially implemented windows support, does not support UTF-8 at all, and requires the use of `wmain()` entry point (#7060) as well as using WCHAR variants of basic functions, such as opening a file (#18122) . Also, we use libuv for a lot of basic file operations even in fully sync contexts, as libuv hides the difference between incompatible windows runtimes for us (and does UTF-8 from/to WCHAR conversion internally)

This is a proposal for neovim to **only support the UCRT runtime on windows** or at least formally drop support for msvcrt, realistically for the 0.10 development cycle. Then we can use standard libc functions for manipulating arguments and filenames, and remove/simplify a lot of the existing workarounds. Our own MSVC binaries now use UCRT with UTF-8 fully configured (#22384). 

Furthermore, there is a code path to compile neovim using MINGW/MSYS2 (earlier discussion: #22416 ). This would need to be adjusted to

1. supply the same manifest information when compiled with UCRT (as in #22384)
2. fail the build when attempting to build with MSVCRT.
Repository: rust
Issue: `atan(tan(pi/2))` = `-pi/2` using `f32`
Labels: A-floating-point

Doing the math expression `atan(tan(pi/2))` using `f32` gives `-pi/2` instead of `pi/2`.

I tried this code:

```rust
fn main() {
    println!("f32: {}", (std::f32::consts::PI / 2.0).tan().atan());
    println!("f64: {}", (std::f64::consts::PI / 2.0f64).tan().atan());
}
```

I expected to see this happen:
```
f32: 1.5707963
f64: 1.5707963267948966
```

Instead, this happened:
```
f32: -1.5707963
f64: 1.5707963267948966
```

### Meta
Playground link: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=7472c517d73a8e6ab0702feb2f8149d9
Repository: neovim
Issue: Make the docs for the `server_capabilities` table more verbose.
Labels: enhancement,documentation,lsp

### Problem

`help vim.lsp.client` has a portion about `server_capabilities` which needs to be more descriptive. All you take away from the current description is that it's a table that's sent by the server. But it should ideally also describe what values the table has, such as `documentFormattingProvider` and `renameProvider`.

So either have  (1) a dedicated page to all the available options or (2) a link to whichever place provides and maintains all the information about it, i.e. [lsp server protocol specifications](https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/)

### Expected behavior

Information on `{server_capabilities}` should be explicitly stated with either a dedicated section or a redirect to whichever place has it.

I don't mind creating a PR with some additions if it's necessary.
Repository: PowerToys
Issue: Add one more shortcut for "Enable Find My Mouse"
Labels: Needs-Triage

### Description of the new feature / enhancement

Could you please add one more shortcut for "Enable Find My Mouse" - Press left ALT twice?
Thanks!

### Scenario when this would be used?

This shortcut will be used for Mouse utilites  - Enable Find My Mouse.
Because the current shortcut "Press left Control twice" is conflicting tool Listary, I'm already used to press control twice to start Listary. That's why I hope there is one more shortcut option for "Enable Find My Mouse".
Thanks!

### Supporting information

_No response_
Repository: godot
Issue: The project import file browser window is slow, becomes unusable after some time (Wayland)
Labels: bug,platform:linuxbsd,topic:editor,needs testing,topic:gui,performance

### Godot version

4.0-stable x86_64

### System information

Ubuntu 22.04, Intel Iris Plus Graphics G7, Wayland

### Issue description

The project import file browser is very slow after browsing in a couple directories.

Something must be hardworking in the background. The UI slows down significantly. 

For example, selection background appears a few seconds after I click to select a file. Hover effects on the different buttons also appears with a few seconds' delay although it should be immediate.
When double-clicking to select a directory, the window is refreshed with the new browsing location contents with a few seconds' delay.

The delay increases over time. At some point, the whole thing becomes unusable.

### Steps to reproduce

From the project selection window: click Import then Browse.

Click on the directories icons and notice the UI starting to slow down about a few seconds.

### Minimal reproduction project

The bug happens in the project selection window. At this point, no project is loaded in the editor yet.
Repository: vscode
Issue: vscode.dev PWA Icon size on Windows 11 is too small
Labels: bug,web,vscode.dev

The icon comes with a transparent frame which will take some space in Windows 11 when installed as an PWA by Edge. Removing the transparent frame could fix it, but I'm not sure if it will impact other platforms. You can find the size difference from the screenshot below (left vscode.dev, right installer.exe).
<img width="75" alt="Screenshot 2023-03-05 104849" src="https://user-images.githubusercontent.com/8340896/222970888-4ceb4f5c-3419-42f4-b7f8-e2cd6520ec02.png">

Version: 1.76.0
Commit: 92da9481c0904c6adfe372c12da3b7748d74bdcb
User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/110.0.0.0 Safari/537.36 Edg/110.0.1587.63
Embedder: vscode.dev

<!-- generated by web issue reporter -->
Repository: PowerToys
Issue: Fancy Zones border not matching
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.68.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones, FancyZones Editor

### Steps to reproduce

setup a vertical layout with a single horizontal split in one of the verticals

### ✔️ Expected Behavior

border to be consistent around all sections

### ❌ Actual Behavior

border to the right side of the horizontal split within the vertical split is less than what is set

### Other Software

<img width="722" alt="Screenshot 2023-03-05 104732" src="https://user-images.githubusercontent.com/3227323/222974088-1f790d8c-b1a4-4a0b-94c8-9fbfa53b91c0.png">
Repository: godot
Issue: Expand Margin is not working in Styles for TextEdit
Labels: bug,confirmed,topic:gui

### Godot version

4.1.dev (5dccc94)

### System information

Ubuntu 22.04, Vulkan renderer, gforce 1650ti

### Issue description

Modifying the Expand Margin property in a style applied to a TextEdit does not draw extending outside the rect like in other controls, which causes the style to be clipped.

### Steps to reproduce

1. Add a TextEdit
2. Add a Style to it
3. Use expand margins
4. Note that it doesn't work as expected

### Minimal reproduction project

[TestTheme.zip](https://github.com/godotengine/godot/files/10892436/TestTheme.zip)
Repository: godot
Issue: Cannot properly make floating editor UI elements when Godot is in Fullscreen Mode
Labels: bug,topic:editor,topic:porting

### Godot version

4.0.stable.official

### System information

macOS 13.2.1, Mac mini (2020) M1

### Issue description

The whole editor UI bugs out as soon as I want to create a floating property window when the Godot editor is in Fullscreen Mode already. Making a panel floating causes it to cover the whole screen making the main window unusable until restarting Godot. Even if I try to exit Fullscreen Mode the floating property window is moved to the desktop but stretches it over the entire viewport without window controls. After doing so, even changing the workspace to the still fullscreen main window of Godot just renders a black screen.

When making floating windows on Desktop and then entering Fullscreen Mode everything seems to work as intended.

### Steps to reproduce

1. Open any Godot Project in the Godot Editor
2. Enter Fullscreen Mode by pressing the green button on the top left
3. In Fullscreen Mode: Press the 3-Dots Menu on any Panel (e.g. FileSystem)
4. In the Dock-Position Context Menu click 'Make Floating'

### Minimal reproduction project

N/A
Repository: vscode
Issue: Add option to persist search UI settings 
Labels: feature-request,search

<!-- ⚠️⚠️ 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. -->

Hi,

The default settings for the search panel is to hide the replace input as well as files to include / exclude ones:

<img width="384" alt="image" src="https://user-images.githubusercontent.com/26854828/222980254-fb89e90e-2a44-494f-a2fc-8415a44cadba.png">

Most of the time I need those three so it takes me two clicks to get there (I'll admit I'm lazy but still):
- Toggle Replace
- Toggle Search Details

<img width="390" alt="image" src="https://user-images.githubusercontent.com/26854828/222980327-9d459e6b-ca81-4b17-93f2-80d808b431e6.png">


-> Would it be possible to add an option in `settings.json` to persist the UI ? 

Thanks for considering my feature request! 🙏
Repository: godot
Issue: Control nodes don't cover other control nodes behind them
Labels: bug,documentation,topic:gui

### Godot version

v4.0 Mono

### System information

Linux Mint 20.3 Cinnamon

### Issue description

Control nodes aren't able to hide things behind them.  The biggest show is the panel shows everything behind it even when the alpha channel is set to max.
![image](https://user-images.githubusercontent.com/38517292/222980435-c241c4b9-d4a4-46cd-8222-088b87b1abac.png)


### Steps to reproduce

Create an empty control scene.
Place 2 panels under the root.
Place a label under the first panel and type in text.
Text is darkened due to 2nd panel.

### Minimal reproduction project

N/A
Repository: godot
Issue: `await` results in `GDScriptFunctionState` memory leaks
Labels: bug,topic:gdscript,confirmed

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

Using await results in memory leak.

I got a lot of orphan nodes at exit after execution my test coverage (using GdUnit4).
The tests uses some stuff around timeouts and await for signals and function results.

I've boiled it down so far, and it looks like a simple "await get_tree().process_frame". already suffices to get orphan nodes,

```
Leaked instance: GDScriptFunctionState:-9222494076819996251
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
```

I found this issue https://github.com/godotengine/godot/issues/57126, but it is already closed.

And also a lot of orphan `StringName` are found, i guess this is already adressed.


### Steps to reproduce

execute the attached scene by

`Godot.exe --verbose -d res://Orphans.tscn`

```
XR: Clearing primary interface
XR: Removed interfaceNative mobile
XR: Removed interfaceOpenXR
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:1982)
Leaked instance: GDScriptFunctionState:-9222496825599065104
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
Orphan StringName: OP_MODULE
....
```

### Minimal reproduction project

[orphan_await.zip](https://github.com/godotengine/godot/files/10892732/orphan_await.zip)
Repository: yt-dlp
Issue: Linux friendly file names
Labels: bug

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.03.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

file_name.[YTID].mp4, symbols like [ and ] not linux terminal friendly it escaped with \[ and \]  , can u please make --restric-filenames more Linux-firendly or introduce other analog option.

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
will not provide for a security reasons.
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: more and minify metadata
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 ?

1. write used `lora` info same as `Textual Inversion` do
2. strip|minify prompt ( remove line break or strip empty line, trim space | `,`, replace space >1 to space )
3. `Creation Time`
4. vae
5. support write metadata into `X/Y/Z plot`

### Proposed workflow

1. Go to .... 
2. Press ....
6. ...


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add a "DELETE FILE" or Trash button to delete the image
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 ?

There's a Trash icon but it deletes the prompt.

A very useful feature would be a "Delete/Trash" button for the currently generated image.
This is to avoid going to the Image Browser later and continue with additional generations within the Text2Img or Img2Img tabs.

### Proposed workflow

1. Generate an Image in the Text2Image tab
2. If the image isn't to your liking
3. Press a "Delete image" button that will delete the file directly from the UI. 
4. There is no need to go to file explorer, or image browser and delete it later.

This button could be clubbed with the current buttons under the generated image (Folder, Zip, Send to....)
![image](https://user-images.githubusercontent.com/122131887/222990333-bf1236f6-1707-4774-89dd-145acc68a4f3.png)



### Additional information

_No response_
Repository: deno
Issue: Improved `deno info --json` output for `npm:` and `node:` modules 
Labels: bug,node compat

Right now the representation of `npm:` specifiers in `deno info --json` are inconsistent. For example, `npm:` specifiers are currently added as an entry to the `"modules"` array if they are a root module, but are not added if they are a dependency of a "standard" (`https:` or `file:` module). There are entries in the `redirects` for NPM modules, but they point to specifiers that are only visible through the `deps` array on modules. Long story short, dealing with NPM specifiers in `deno info --json` is a royal PITA right now and requires many special cases. It also breaks backwards compat with the expectation that all RHS of the `redirects` map have entries in the `modules` array.

I propose we fix this as follows:
- each final resolution of a given NPM module + subpath is added as an entry in the `modules` array
- the pointer for npm: `module` -> package info in `npmPackages` is per module in the modules array, not per import in the `deps` array
- `deps` array is identical regardless of what kind of module the import points to
- each module can be either of kind `esm`, `npm` or `node`
   - all three kinds have the `specifier` field
   - all three kinds can optionally have the `error` field
   - npm packages have the `npmPackage` field, and additionally a _seperate_ field for subpath
   - esm kind stays as is
   - node kind has a field that stores the encoded path (eg `node:fs/promises` would have `fs/promises` in this field)
- redirects are used to map `npm:preact` to `npm:preact@10.13.0`
Repository: vscode
Issue: XWayland is still required to run as a native Wayland client
Labels: bug,upstream,linux,upstream-issue-linked,wayland

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
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. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.76.0
- OS Version: Fedora 37

Steps to Reproduce:

1. Run VSCode with code --enable-features=UseOzonePlatform --ozone-platform=wayland

I am positive that it's running as a native Wayland client. Xeyes isn't showing it to be an X11 window and the application looks sharp on my monitor with DPI scaling which isn't the case with XWayland window. However, anytime I launch it, XWayland launches, too. If I kill XWayland,  VSCode closes, too. No other Wayland applications are effected.

This could be an issue with Electron but I don't have any other Electron applications to test it with.
Repository: TypeScript
Issue: Emit errors for rogue jsdoc tags
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.
jsdoc rogue type tag

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [ ] 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 feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Emit an error for jsdoc tags that have an unusual or unexpected position.

## 📃 Motivating Example

Say you want to cast a value but you forget the brackets around the value you want to cast:
```js
const x = /** @type {you can pretty much type anything here} */ 3;
```
At the moment no error is emitted at all, but it seems like this shouldn't be legal.

## 💻 Use Cases

```js
/**
 * @param {any} data
 */
function sanitizeData(data) {
    // ... sanitize
    return /** @type {SanitizedType} */ data;
}
```
It's easy to miss that this function has `any` as return type, rather than the `SanitizedType` you'd expect.

---

Note that even though this would be a breaking change, this change would likely only highlight code that was already broken and not type safe, rather than introduce new issues.

Related #47222
Repository: PowerToys
Issue: transparent grid overlay for mouse jump
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

This is in relation to #24564 which is asking about being able to make the jump window smaller.

I realize the concern with making it smaller is that it then becomes hard to tell where your mouse will jump to -- everything will be too blurry and hard to see. But, I don't think pin-point-precision is important for mouse jumping -- just getting it nearer to where you want.

So, the jump window could have a transparent grid (say 25 or 50px squares), and your desktop would have a grid overlay to match, and when you hover over a grid in the jump box, it highlights the grid on the desktop so you can see where it'll go.

That way, you can jump to _near_ where you want to be. It's not pin-point-precision but it's still beats moving your mouse 4000px.

### Scenario when this would be used?

Mouse djump

### Supporting information

_No response_