sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [TRACKER] Automatic mesh LOD issues
Labels: bug,enhancement,topic:rendering,tracker,topic:import,topic:3d

This tracker is about issues related to **automatic** mesh LOD performed at import-time in 4.0. This feature is not present in 3.x.

See also https://github.com/godotengine/godot/issues/70533, which is another common optimization used in 3D rendering.

*This tracker does not cover issues related to manual (H)LOD performed using visibility ranges.*

```[tasklist]
### Bugs
- [ ] https://github.com/godotengine/godot/issues/57608
- [ ] https://github.com/godotengine/godot/issues/58242
- [ ] https://github.com/godotengine/godot/issues/70603
- [ ] https://github.com/godotengine/godot/issues/71031
- [ ] https://github.com/godotengine/godot/issues/71141
- [ ] https://github.com/godotengine/godot/issues/71567
- [ ] https://github.com/godotengine/godot/issues/70759
- [ ] https://github.com/godotengine/godot/issues/72998
- [ ] https://github.com/godotengine/godot/issues/74198
- [ ] https://github.com/godotengine/godot/issues/76436
- [ ] https://github.com/godotengine/godot/issues/76892
- [ ] https://github.com/godotengine/godot/issues/77531
- [x] https://github.com/godotengine/godot/issues/53818
- [x] https://github.com/godotengine/godot/issues/54885
- [x] https://github.com/godotengine/godot/issues/57362
- [x] https://github.com/godotengine/godot/issues/57404
- [x] https://github.com/godotengine/godot/issues/57895
- [x] https://github.com/godotengine/godot/issues/59024
- [ ] https://github.com/godotengine/godot/issues/68484
- [ ] https://github.com/godotengine/godot/issues/78664
- [ ] https://github.com/godotengine/godot/issues/88123
- [ ] https://github.com/godotengine/godot/issues/88273
- [ ] https://github.com/godotengine/godot/issues/89394
```

```[tasklist]
### Enhancements
- [ ] https://github.com/godotengine/godot-proposals/issues/2600
- [ ] https://github.com/godotengine/godot-proposals/issues/3860
- [ ] https://github.com/godotengine/godot-proposals/issues/3861
- [ ] https://github.com/godotengine/godot/issues/65294
```
Repository: vscode
Issue: Untitled custom editor in web version
Labels: bug,help wanted,custom-editors

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When opening an untitled uri in the web version (at least on github.dev), the authority must be set for the untitled uri for the new untitled document to be savable (the saving code takes the authority from the untitled uri and the save dialog will error if the authority is wrong). TextDocument doesn't seem to have this issue since it gets its preferred path from the file dialog default path. CustomDocument doesn't seem to go through the same code path.

This is somewhat related to https://github.com/microsoft/vscode/issues/141561 (since both are related to generating the right untitled uri) and I believe even if no behavior change is needed, the current behavior should at least be documented. Ideally there should also be a way for the custom editor to provide a preferred saving path for untitled documents as well (also related to #141561) and also to access the file dialog default path so that it can reach feature parity with text editors.
Repository: godot
Issue: Import from filesystem dialog is hard to use.
Labels: enhancement,topic:editor,usability,topic:import,topic:3d

### Godot version

2f57a11ed9b383706b72783c0d9b1e869774e08a

### System information

Windows 11, Nvidia 3000 series, Vulkan

### Issue description

> deactivating it solves the animation, the weird thing is that I never used the importer because it would close godot and let it import only by copying the folder

People have mentioned that it's odd that double clicking on the `glb` will have the advanced import dialog. My expectation is something like default to instance or default to inherit (not three choices).



### Steps to reproduce

1. Open godot 4
2. Hover the filesystem
3. Select the .glb
4. Double click
5. Issue is here

### Minimal reproduction project

Busy, but the idea is to create a new project and then add a glb like https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/Fox/glTF-Binary/Fox.glb
Repository: excalidraw
Issue: Rvert persistent alt/option-duplication
Labels: discussion

At some point we've decided to make pressing option/alt even one permanently duplicate the element, even if you release the modifier before you release the pointer (`pointerup`). The reason was to fix cases where you release both the modifier and pointer around the same time and you often release in the wrong order, ending up in not duplicating. We've decided it was worth the UX improvement to go against the standard.

But, I've noticed that Figma (recently?) moved to this behavior: delayed reversal. If you release the modifier, set a timeout (~1sec) before the duplication is reversed. I think this is a great middle ground, and we should do the same.

Benefits of allowing to revert are:

1. user decides to not duplicate while still dragging
2. we can overload the alt modifier (e.g. for https://github.com/excalidraw/excalidraw/issues/2903 etc.)
Repository: deno
Issue: Missaligned code maps
Labels: bug,cli,needs investigation

Hi!

I'm currenlty having an issue debugging deno from WebStorm. I t looks like the line mapping is offset by some amount. (Changes depending on the file) 

## Versions:
### Deno
```
deno 1.18.1 (release, x86_64-pc-windows-msvc)
v8 9.8.177.6
typescript 4.5.2
```
### Webstorm
WebStorm 2021.3.1
Build #WS-213.6461.79, built on December 28, 2021

## Example:
In my project: [dpeter99/archivist](https://github.com/dpeter99/archivist), placing the breakpoints like in the screenshot
![webstorm64_NAmVvmB1Oq](https://user-images.githubusercontent.com/7725817/151676721-505a3688-a471-4dd8-b295-e13192d6e712.png)
In the file [FileReaderModule.ts](https://github.com/dpeter99/archivist/blob/0.2.0/src/Modules/FileReaderModule.ts#L23)
Results in breaking at the first breakpoint but none of the varaibles are definied. The state of the obect looks similar as to what it should have at the end of the constructor, 4 lines above.
The run configuration that i used was the following: 
![image](https://user-images.githubusercontent.com/7725817/151676826-b9fbfe11-6b24-4aec-9cfd-a067a49d8b89.png)
Repository: scrcpy
Issue: change mod/set hardware Search key for OTG mode
Labels: feature request

 - [X] I have checked that a similar [feature request](https://github.com/Genymobile/scrcpy/issues?q=is%3Aopen+is%3Aissue+label%3A%22feature+request%22) does not already exist.

**Describe the bug**
Although `mod` key shortcuts aren't supposed to work in OTG mode, it is still possible to use android's hardware keyboard shortcuts for basic usage of-which most are using the `SEARCH` button as a modifier for combinations. 

For me it appears that that key is the super/win key and while combinations done with it give rise to no problems so far using the key alone (as in a single press) for its Search/Assistant application cannot and does not work because it already serves to detach the mouse-keyboard capture in scrcpy.

A possible solution can be to set either the hardware Search key or alternatively map the detach functionality from Super to something else (I have already tried the `--shortcut-mod` option unsuccessfully).
Repository: vscode
Issue: Saving as on restored custom editor triggers spurious save confirmation
Labels: bug,webview,custom-editors

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- VS Code Version: 1.63.2
- OS Version: ArchLinux

Reproduced both locally (with my own extension and with pawDrawEditor) and on github.dev (only with my own extension. didn't try to install pawDrawEditor on github.dev ...).

Steps to Reproduce:

1. Open a custom editor (the pawDrawEditor in the custom editor example works)
2. Make the document dirty (do some edit)
3. Reload vscode (without this the issue wasn't triggered)
4. Now if the custom editor is implemented correctly the same dirty state should have been restored (the pawDrawEditor does this correctly apart from not handling the untitled data case)
5. Do save-as on the document, pick a filename and save it
6. After confirming the file name, a new window will open for the new document (which is expected), but there'll also be a confirmation for whether the old document should be saved.

The confirmation-before-close in the last step should not happen and indeed it doesn't happen if the dirty state come from the same session (even if the restored state is dirty, doing more edit in the new session will make the bug go away.). It seems that some flags are not correctly restored for dirty document.
Repository: vscode
Issue: Closing dirty custom document calls revert after the view is disposed before onDidDispose is called
Labels: bug,custom-editors

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- VS Code Version: 1.63.2
- OS Version: ArchLinux

Reproduced both locally (with my own extension and with pawDrawEditor) and on github.dev (only with my own extension. didn't try to install pawDrawEditor on github.dev ...).

Steps to Reproduce:

1. Create a dirty custom editor
2. Close it
3. revert on the document is called before the dispose on the view

For a property implemented editor, this causes the document to attempt to update the view (most likely by sending a message) but will fail because the view is already destroyed, even though the extension hasn't be notified about this yet. The pawDrawEditor in the example didn't appear to have this issue (no error) only because the async call to readFile causes the onDidDispose to be called before the webview collection attempts to send the message. A benign change like the following, however, is enough to trigger this issue reliably.

```diff
diff --git a/custom-editor-sample/src/pawDrawEditor.ts b/custom-editor-sample/src/pawDrawEditor.ts
index 37af307..eba13d9 100644
--- a/custom-editor-sample/src/pawDrawEditor.ts
+++ b/custom-editor-sample/src/pawDrawEditor.ts
@@ -145,7 +145,7 @@ class PawDrawDocument extends Disposable implements vscode.CustomDocument {
         * Called by VS Code when the user calls `revert` on a document.
         */
        async revert(_cancellation: vscode.CancellationToken): Promise<void> {
-               const diskContent = await PawDrawDocument.readFile(this.uri);
+               const diskContent = this.uri.scheme === 'untitled' ? new Uint8Array() : await PawDrawDocument.readFile(this.uri);
                this._documentData = diskContent;
                this._edits = this._savedEdits;
                this._onDidChangeDocument.fire({
```

Note that the branch added here is copied from the readFile above and should have no functional difference.
Repository: godot
Issue: `BlendTree`'s `TimeScale` node has no effect on animation tracks
Labels: enhancement,topic:animation

### Godot version

4.0.alpha1

### System information

Ubuntu 20.04

### Issue description

If an animation player has an animation track pointing to another player, and is itself controlled by a BlendTree which has a Time Scale node, the second player's animation will ignore the time scale set.

### Steps to reproduce

* Create an AnimationTree and 2 AnimationPlayers
* Add an animation to each player and an animation track from the first playing the animation of the second
* Create a Blend Tree with a TimeScale and make it play the first player's animation.
* The first animation will play at the set time scale but the second won't.

### Minimal reproduction project

[Animate This.zip](https://github.com/godotengine/godot/files/7964926/Animate.This.zip)
Repository: node
Issue: memory leak with worker thread and parentPort.postMessage
Labels: worker

### Version

v17.4.0

### Platform

Microsoft Windows NT 10.0.22000.0 x64

### Subsystem

_No response_

### What steps will reproduce the bug?

`node test.js`
* test.js :
```js
const {
    Worker, isMainThread, parentPort
} = require('worker_threads');

if (isMainThread) {
    function parseJSAsync(script) {
        return new Promise((resolve, reject) => {
            const worker = new Worker(__filename);
            //worker.on('message', resolve);
            worker.on('message', (i)=>{
                //console.log('plop' + i);
            });
            worker.on('error', reject);
            worker.on('exit', (code) => {
                if (code !== 0)
                    reject(new Error(`Worker stopped with exit code ${code}`));
            });
        });
    };
    parseJSAsync()// no leak if called only once
    parseJSAsync()// leak appears if called twice or more
    parseJSAsync()
} else {
    let i = 0;
    while (i<1000000000000) {
        parentPort.postMessage(i);// no leak if commented
        i++;
    }
}

```

### How often does it reproduce? Is there a required condition?

Always, if more than 1 worker is instantiated and parentPort.postMessage is used.

### What is the expected behavior?

constant memory usage

### What do you see instead?

a linear increase of memory usage over time (up to 16Gio+ in less than 1min)

### Additional information

_No response_
Repository: godot
Issue: Stopping project with 'Stop (F8)' in the web editor not synced with closing 'Game' tab
Labels: bug,platform:web,topic:editor,confirmed

### Godot version

3.4.2.stable

### System information

Chromium PWA on Ubuntu 21.10; Chrome PWA on Chrome OS

### Issue description

I have found through running a club using the Web Editor that the dissonance between stopping/restarting a project (e.g. with the top-right buttons or function keys) makes project debugging cumbersome and more difficult for people to grasp. Additionally, as a keyboard-based user myself, I find needing to click on 'Game' tab's close button somewhat annoying, and it can be confusing that simply stopping/restarting a project from the editor isn't enough to start testing a new version.

#45799 is related to a similar issue and it is suggested that a simple workaround could be added to make this possible, even if use of the debugger in HTML 5 isn't an option for 3.x; being a significant usability issue, I think this should be looked into if the 3.x Web Editor is to be a good option for "education and experimentation".

### Steps to reproduce

Open any project in the [Web Editor](https://editor.godotengine.org), create a scene, play (e.g. F5 or the appropriate button), switch back to the 'Editor' tab and try to rerun (F5 to restart or F8 to stop first [doesn't stop the running project]. Compare with closing the 'Game' tab first, which is the only way to actually stop the running project.

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Highlight current word in json sometimes matches a single double quote
Labels: bug,editor-core

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- VS Code Version: 1.63.2, 1.64.0-insider
- OS Version: Archlinux

Steps to Reproduce:

1. Enter the following into a json (or json with comments) document
```json
{
    "": "background-color: #ffffff26 ! "
}
```
2. Move cursor to after the last quotation mark

Note that all quotation marks are searched as current word. Expected behaviour is to search the entire string.
I should add that the code above is written for a monkey patch, but I have tested it on an instance without monkey patch and it is still a problem.

Also for some reason, deleting more characters in the string seems to fix the bug.
Repository: TypeScript
Issue: Standardize convention for docs and built-in utility types: [K in keyof T], not [P in keyof T]
Labels: Suggestion,Experience Enhancement

# Suggestion

## 🔍 Search Terms

k p keyof naming mapped types convention


## ✅ Viability Checklist

My suggestion meets these guidelines:

* [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 feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

TypeScript's built-in utility types such as `Partial` use `[P in keyof T]`:

```ts
type Partial<T> = {
    [P in keyof T]?: T[P];
};
```

Other media such as the [TypeScript 4.1 release notes](https://www.typescriptlang.org/docs/handbook/release-notes/typescript-4-1.html#key-remapping-in-mapped-types) use `[K in keyof T]`:

```ts
type Partial<T> = {
  [K in keyof T]?: T[K];
};
```

Can we standardize on `K`? `P` looks like it's short for _(P)roperty_, which is misleading as it's really the _(K)ey_.

## 📃 Motivating Example

Standardizing on always using `K` in the built-in utility types and documentation will make it easier to read through and comprehend mapped types. I think it's safe to assume that a significant percentage of TypeScript developers have a hard time with them.

## 💻 Use Cases

* Comprehending the built-in utility types
* Using the built-in utility types to explain mapped types
Repository: go
Issue: x/pkgsite: https://pkg.go.dev/golang.org/x/sys/windows is very heavy on Chrome
Labels: NeedsInvestigation,pkgsite

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### What is the URL of the page with the issue?

https://pkg.go.dev/golang.org/x/sys/windows

### What is your user agent?

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https://www.google.com/search?q=what+is+my+user+agent
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Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/97.0.4692.71 Safari/537.36

### Screenshot

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Please paste a screenshot of the page.
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n/a

### What did you do?

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Just scrolled the page, or used the internal page search.

### What did you expect to see?

The page doesn't freeze.

### What did you see instead?

The page often freezes.

I found that leaving the tab open for a while sometimes made the entire browser heavy.
Repository: youtube-dl
Issue: video.fc2 was changed to video.laxd
Labels: broken-IE

FC2 Function was dead, Laxd still not on support list.
Repository: terminal
Issue: Quake Mode reveal animation tears/flickers
Labels: Help Wanted,Issue-Bug,Product-Terminal,In-PR,Priority-3,good first issue,Area-Windowing

### Windows Terminal version

1.11.3471.0

### Windows build number

10.0.22543.0

### Other Software

_No response_

### Steps to reproduce

Reveal or hide the quake mode window

### Expected Behavior

No tearing/flickering

### Actual Behavior

Tearing/flickering, I have attached a video which somewhat shows the effect.

https://user-images.githubusercontent.com/795800/151700014-898799f7-9a9d-4f26-9c03-5c9b1be07308.mp4

I have a medium-beefy PC and tearing is not an issue anywhere else, so I assume this should work for the terminal as well.
Repository: rust
Issue: rustdoc: wrap "source" link to new line on narrow screens
Labels: T-rustdoc,C-enhancement,A-rustdoc-ui

Following up https://github.com/rust-lang/rust/pull/92861, where we let the out-of-band info (`1.0.0 · source · [-]`) move to a new line on narrow screens, we should give the same treatment to the individual `source` links next to methods and impl blocks. Note this will require a bit of a change in the DOM, to put the source links after the headings. Like the previous PR, we should set flex-wrap, so they can wrap on an individual basis as needed, plus a flex-direction: column in the mobile settings, so past a certain narrowness they always get wrapped.