sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: DlBlurMaskFilter respect_ctm flag does not change the way it computes bounds
Labels: engine,c: rendering,P2,team-engine,triaged-engine

DlBlurMaskFilter is being modified to take a flag to respect the transformation matrix when it applies its blur in order to comply with the way that blur filters were implemented in the text code.

Currently the bounds methods of this object do not examine this flag when they compute their result. This behavior is actually consistent with the way that the flag is (not) honored in the Skia equivalent filter, but that doesn't mean that it is producing accurate results.

There is some question as to why the text code uses this value and we need to investigate which standards it was attempting to comply with and whether there is another way to achieve the ends. Pending the results of that investigation, this feature may actually be deleted and we will not have to worry about this implementation shortcoming. The plans to potentially eliminate the feature are being tracked under https://github.com/flutter/flutter/issues/115112
Repository: PowerToys
Issue: Right click drop down menu
Labels: Product-Tweak UI Design,Area-Context Menu

### Description of the new feature / enhancement

Right clicking should give the advanced options like in windows 10. Like using show more options by default. 

### Scenario when this would be used?

Everyday use, makes it faster. Saves a click everytime this needs to be used.

### Supporting information

_No response_
Repository: PowerToys
Issue: Ability to disable showing "What's New" after updates
Labels: Idea-Enhancement,Area-Setup/Install,Area-OOBE,Needs-Triage

### Description of the new feature / enhancement

Add a setting to disable/enable showing the "What's New" page after applying a new update 

### Scenario when this would be used?

This would provide a more seamless interface when applying updates and reduce the number of popups.

Updates should occur in the background and not interrupt the user's workflow by showing a window stating it was updated with the release notes.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: outpainting scripts break inpainting tab
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

if you select an outpainting script (mk2 or poorman's) and then use the inpainting tab, the mask will be ignored and instead of inpainting the outpaint will be done.
if you're working a lot on an image, doing alternate inpaints and outpaints then it's inconvenient to disable/enable script before/after running inpaint task.


### Steps to reproduce the problem

select an outpaint script and then try to do inpaint

### What should have happened?

either inpapint should be fixed to work together with outpaint at the same time, or outpaint script should be disabled/ignored when inpaint is used.

### Commit where the problem happens

ac085628540d0ec6a988fad93f5b8f2154209571

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

MacOS

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

Mozilla Firefox

### Command Line Arguments

```Shell
--port 1978 --opt-split-attention --medvram --xformers --force-enable-xformers
```


### Additional information, context and logs

_No response_
Repository: go
Issue: x/tools/gopls: annotations for implementations of interfaces
Labels: NeedsInvestigation,FeatureRequest

Since go does not have an explicit declaration of which interfaces one implements, it is hard to follow someone's code. I know that there is a command to show all the interfaces, but it is not very intuitive nor efficient.

Goland has the feature of showing a gutter when a function implements an interface. It would be nice to show maybe a codelens over the implementation and the type, or a similar solution as Goland.

Codelens:
![pasted](https://user-images.githubusercontent.com/50717946/174982252-3d672678-052b-4aea-b4f2-e6458d10bb1c.png)


Goland:
<img width="744" alt="image" src="https://user-images.githubusercontent.com/50717946/174978822-cecb02b8-ba0c-4c8f-8f87-3da61ac66eca.png">

I found an extension that does kinda the opposite which is not very helpful in most scenario: [galkowskit/go-interface-annotations](https://github.com/galkowskit/go-interface-annotations)
<img width="718" alt="image" src="https://user-images.githubusercontent.com/50717946/174983652-4ad9ef84-13ab-4401-8862-e51f6dd0b1a0.png">
Repository: terminal
Issue: Windows Terminal does not start -> errors in console and GUI (Dialog with "Wrong parameter")
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-3,Culprit-Centennial

### Windows Terminal version

1.15.2874.0

### Windows build number

10.0.19044.2251

### Other Software

_No response_

### Steps to reproduce

I have installed Windows Terminal with winget successfully.
winget install Microsoft.WindowsTerminal

Try to start Windows Terminal from start menu or from console with wt.

Alias for app execution is set for Terminal / wt.exe.

### Expected Behavior

Windows Terminal opens.

### Actual Behavior

Click on Terminal in start menu -> Nothing happens

Normal user:
- Powershell: wt <Enter>
```
ResourceUnavailable: Program 'wt.exe' failed to run: An error occurred trying to start process 'C:\Users\<username>\AppData\Local\Microsoft\WindowsApps\wt.exe' with working directory 'C:\Users\<username>'. Falscher Parameter.At line:1 char:1
+ wt
+ ~~.
```

Admin:
- Powershell: wt <Enter>
```
Fehler beim Ausführen des Programms "wt.exe": Falscher ParameterIn Zeile:1 Zeichen:1
+ wt
+ ~~.
In Zeile:1 Zeichen:1
+ wt
+ ~~
    + CategoryInfo          : ResourceUnavailable: (:) [], ApplicationFailedException
    + FullyQualifiedErrorId : NativeCommandFailed
```

Normal user or Admin: Starting from 
```
C:\Users\<username>\AppData\Local\Microsoft\WindowsApps\wt.exe
```
→ Dialog: "Falscher Parameter" (= Wrong parameter)

I have done a Windows 10 21H2 inplace upgrade and reinstalled Windows Terminal afterwards. Did not help.
Repository: godot
Issue: Dynamically created signals (add_user_signal) do not show up in the editor's Node tab
Labels: bug,topic:editor

### Godot version

4.0.beta4, but also tested on 3.5 and 3.3

### System information

Windows 11

### Issue description

- If you create a custom signal by `add_user_signal(signal_name)` it will work correctly, but it will not be displayed in the editor's Node > Signals -tab.
- I'm not sure if this is a "bug" (or a feature request), but in any case this makes the feature less usable in practice, and the situation a bit confusing. 

### Screenshot tells it all
![image](https://user-images.githubusercontent.com/16601926/201214953-3bad57f6-c064-4c40-a335-13b632c217e8.png)

### More info
- Note that in the screenshot the reference signal "some_other_signal" shows up, but not our dynamically created "my_signal".
- The situation does not refresh when you reopen the scene. (And if you modify your script signals, they do refresh after re-selecting the node -> triggering refresh.)

### Minimal reproduction project
[UserSignalNotShowingUp.zip](https://github.com/godotengine/godot/files/9984919/UserSignalNotShowingUp.zip)
Repository: godot
Issue: Method lerp is internal in C# Basis class in Godot 4
Labels: feature proposal,discussion,topic:core,topic:dotnet

### Godot version

v4.0.beta4.mono.official.e6751549c

### System information

Macbook 

### Issue description

The `Basis.Lerp()` method is internal in the C# Basis class, so it can't be used from games. A Basis property can be tween and animated: the code in `animation.cpp` uses lerp to interpolate it, so I guess if Godot uses this lerp to interpolate, then it should be public in the C# class too. On the other hand, if lerp a Basis doesn't make sense, and slerp should be used instead, then maybe fix the `animation.cpp` to use slerp could be a fix. Not sure about what's the best solution is, I've just pointed this difference between cpp and C# code.

### Steps to reproduce

### Minimal reproduction project
Repository: TypeScript
Issue: Duplicate format edits returned when space is sandwiched between two line comments
Labels: Bug,Help Wanted

Type: <b>Bug</b>

1. create a js file
2. Type, at the end of the js file, forward slash, forward slash, enter, space, enter, forward slash, and forward slash "//
 
//"
3. try to format the file using vscode's built-in formatter 

Expected result:
formatter works fine.

Actual result:
formatter break.

VS Code version: Code 1.72.2 (d045a5eda657f4d7b676dedbfa7aab8207f8a075, 2022-10-12T22:15:18.074Z)
OS version: Windows_NT x64 10.0.22000
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 x 2592)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|11.84GB (3.59GB free)|
|Process Argv|--crash-reporter-id 2d2478fc-5e93-465d-bc95-f15c46fed7b6|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (2)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-autohotkey-plus-plus|mar|3.0.0
minecraft-debugger|moj|0.5.0


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscorecescf:30445987
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
pyindex848cf:30577861
nodejswelcome1cf:30587006
fc301958:30595537
2e4cg342:30596373

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: ParticleProcessMaterial cannot reset Orbital Velocity properties back to default
Labels: bug,topic:core,topic:editor,usability,documentation

### Godot version

4.0 Beta4

### System information

Win 10, Nvidea 765M

### Issue description


https://user-images.githubusercontent.com/47016402/201218251-4bf64024-348f-418c-a29c-c5a2ea067593.mp4



### Steps to reproduce

Change the values of the ParticleProcessMaterial and try to reset it to default by clicking the icon.

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Windows Terminal doesn't start from folder right-click menu
Labels: Issue-Bug,Product-Terminal,Area-ShellExtension

### Windows Terminal version

1.15.2875.0

### Windows build number

10.0.22621.819

### Other Software

N/A

### Steps to reproduce

After installing Windows Terminal, right click in any folder in Windows Explorer and choose "Open in Terminal".

### Expected Behavior

Terminal should start up.

### Actual Behavior

Nothing happens.
However Terminal works if started by other means, such as by running it from the start menu, so the problem must be in the context menu launch method.
Repository: flutter
Issue: add-to-app: "Failed to find snapshot" in release mode on simulator
Labels: platform-ios,engine,P2,team-ios,triaged-ios

I followed the steps in https://docs.flutter.dev/development/add-to-app/ios/project-setup#option-b---embed-frameworks-in-xcode to embed a flutter module.  But get an error at runtime (with the simulator) when launching the FlutterViewController.

## seen result
When executing the code in release configuration the following error happens:
```
2022-11-10 16:02:41.536708-0800 prewarm[48514:8098778] Failed to find snapshot: /Users/aaclarke/Library/Developer/CoreSimulator/Devices/F00C2BC2-7611-4544-AB07-7283FA6634A2/data/Containers/Bundle/Application/26553A4A-56DA-4637-BC12-99F635B17DF9/prewarm.app/Frameworks/App.framework/flutter_assets/kernel_blob.bin
2022-11-10 16:02:41.537153-0800 prewarm[48514:8098778] Metal API Validation Enabled
2022-11-10 16:02:41.914418-0800 prewarm[48514:8099060] [VERBOSE-2:engine.cc(204)] Engine run configuration was invalid.
2022-11-10 16:02:41.914594-0800 prewarm[48514:8099060] [VERBOSE-2:shell.cc(606)] Could not launch engine with configuration.
2022-11-10 16:02:42.010448-0800 prewarm[48514:8099080] flutter: The Dart VM service is listening on http://127.0.0.1:50216/rSIsCcuPuUI=/
```

## expected result
I expect the kernel_blob.bin not be looked for in release mode.

## example project
(must build the frameworks before executing)
[prewarm.zip](https://github.com/flutter/flutter/files/9985465/prewarm.zip)
Repository: flutter
Issue: Having a drawer in multiple routes with CupertinoPageTransitionBuilder looks bad
Labels: platform-ios,framework,P2,customer: chalk (g3),team-ios,triaged-ios

Internal: b/374884599

See https://dartpad.dev/?id=96075efc997ccc9b14396728906de3ec

Navigate to page two, and then navigate home. The red drawer will be visible through the whole transition.

It seems like the drawer should either get closed immediately on navigation, or it should somehow be part of a "top level" widget - but we don't want people to nest scaffolds.
Repository: stable-diffusion-webui
Issue: [Feature Request]: img2img - upscale the image by 200% before running it shows improvement
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 noticed that you get noticeably better detail when you just upscale image to 200% before doing img2img to fix the faces, heres ezamples

Original image, no idea who the guy is , untouched 512res output
![faceforg](https://user-images.githubusercontent.com/101844463/201237502-303924b1-009c-4348-8270-2bab50b8c061.png)

So sending to inpaint , masking face to upscale it with full resolution enabled gets you this 
![fafix1](https://user-images.githubusercontent.com/101844463/201237647-bbb094bd-445f-4298-b693-dbb549f9acc9.png)
Still pretty uncanny so.... heres the fix, just upscale it  manually to 1024 !
So i just upscaled it original 512 image to 1024 and opened in img2img, then ran full resolution again on face masked to upscale it 
![fafixhand](https://user-images.githubusercontent.com/101844463/201237788-abde1f0c-a452-4ad8-ae91-7d39ca101a2d.png)



### Proposed workflow

As You see, there is improvement, you can also restore hand like this,  original 512 image just works worse at original scale when doing img2img compared to upscaled one  and its something we can use to our advantage maybe even for full image upscales not just the heads
. 
So what id propose is this , but maybe there coud be easier and smarter way about it  
-  under the hood when we run img2img or inpaint please scale the image by 200% always  to immitate manual upscale that i did , so we can get better details ,  Then run img2img on it , when isynthesizing is done  on 200% upscaled image  just scale the image back under the hood to original 512 res (or  even keep the 1024 res if we wish)

I think this is worth consideration, try it out yourself, just manually upscale your image by 200% and reimport it to inpaint.

This is cumbersome tho and it would be great if the upscale woud happen under the hood 


### Additional information

_No response_
Repository: flutter
Issue: Text selection gesture callbacks should use details objects directly instead of saving state in RenderEditable
Labels: a: text input,framework,c: proposal,P3,team-framework,triaged-framework

Currently `RenderEditable.handleTapDown` is called when `onTapDown` is fired. The `globalPosition` from the `TapDownDetails` is stored in `RenderEditable._lastTapDownPosition`. This stored `globalPosition` is used in `onTapUp` when `RenderEditable.selectPosition({ required SelectionChangedCause cause })` is called. Internally it uses the position captured during `onTapDown` to select the position. `onTapUp` provides a `TapUpDetails` object with the global position that we can use to select the position we want.

`RenderEditable.handleSecondaryTapDown` is called `onSecondaryTapDown`. The `globalPosition` from the `TapDownDetails` is stored in `RenderEditable._lastSecondaryTapDownPosition`. This stored `globalPosition` is used in `onSecondaryTap` when `RenderEditable.selectWord({ required SelectionChangedCause cause })` is called. Internally it uses the position captured during `onSecondaryTapDown` to select the word. `TextSelectionGestureDetector` has access to `onSecondaryTapUp` which is called at the same time as `onSecondaryTap` and provides a `TapUpDetails` object with the global position that we can use to select a word.

Proposal:

I propose removing usages and dependance of `TextSelectionGestureDetector` on `RenderEditable.handleTapDown`, `RenderEditable.handleSecondaryTapDown`, `RenderEditable._lastSecondaryTapDownPosition`, and `RenderEditable._lastTapDownPosition`. We should instead use the callbacks from the `GestureRecognizers` that provide a details object and use the `globalPosition` from there so we don't have to track gesture related state in `RenderEditable`.
Repository: godot
Issue: Godot 4.0  white screen on startup
Labels: topic:rendering,needs testing

### Godot version

4.0.beta4(e6751549c)

### System information

Windows10,64,RTX3070,latest drive

### Issue description

When I start 4.0, the program shows a white screen and soon disappears automatically.
I can use 3.5.1 fine, but 4.0 won't open anyway.
Both my graphics card and driver support vulkan.
I didn't do any extra settings.
CMD does not prompt any errors.
I tried beta3 and beta4, but there is no way to open and use.
![20221104195613 (1)](https://user-images.githubusercontent.com/38172308/201247799-7df31287-370f-4b9a-a637-8c9cfbc64655.png)
![20221104195557 (1)](https://user-images.githubusercontent.com/38172308/201247817-3d7b6dad-224e-43e7-abd8-74a72fba6d0e.png)

I use another computer and it still won't start,this computer also works fine with 3.5.1
![_20221111101802](https://user-images.githubusercontent.com/38172308/201248065-73b381c2-484f-4aba-a4d2-89b0ca62b454.png)


### Steps to reproduce

Double click to start Godot 4.0

### Minimal reproduction project

_No response_
Repository: godot
Issue: Unable to clear custom resource export when main script is tool script and export property uses setter
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0.beta4.official

### System information

macOS 13.0

### Issue description

I have a custom Resource subclass, and a script that has an export property for that custom resource. The script with the export property is a tool-mode script, and the export property has a setter.

After assigning a resource to this export, I am unable to clear it. Clearing is possible if the main script is not in tool-mode, I am not using a custom resource, or the export variable is not a property with a setter.

### Steps to reproduce

1. Define a custom resource.
```
class_name CustomResource
extends Resource
```
2. Define a tool-mode script with an export variable with this custom resource that is a property with a setter.
```
@tool
extends Node

@export var resource: CustomResource:
	set(value):
		resource = value
		print("resource set")
```
3. Create an instance of the custom resource and assign it to the export in the editor.
![Screenshot 2022-11-10 at 10 35 06 PM](https://user-images.githubusercontent.com/33398493/201257496-2ae1598d-f130-4e68-87c8-42ee9e393675.png)
4. Right click the custom resource export in the inspector and try to select "Clear".

Expected: The resource export is cleared.
Actual: The currently assigned resource remains.

### Minimal reproduction project

[ResourcePropertyTest.zip](https://github.com/godotengine/godot/files/9986307/ResourcePropertyTest.zip)
Repository: storybook
Issue: [Bug]: ArgsTable cannot automatically generates when I write .tsx vue components
Labels: bug,needs triage

### Describe the bug

when I use .tsx write vue components，storybook cannot automatically generate JSDoc to ArgsTable description. But use .vue to write，it work fine.

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: Returning an empty string from _get_configuration_warnings doesn't remove existing warnings
Labels: discussion,topic:core,topic:editor,documentation

### Godot version

4.0beta4

### System information

W10

### Issue description

When overriding _get_configuration_warning I expected that if I were to return an empty string then the node would have no warnings. I expected that I would need to call super._get_configuration_warning() to retrieve the existing warnings.

From the [Node docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-get-configuration-warning):

> Returning an empty string produces no warning.

If the node already has existing warnings (for example a RigidBody2D that has no shape) then returning the empty string doesn't remove them.

### Steps to reproduce

The following script can be put on any node which already has configuration warnings to show this issue. In this example I use Bone2D but it can be any node.
```gdscript
@tool
extends Bone2D


func _get_configuration_warnings():
	return ""
```

### Minimal reproduction project

[GetConfigurationWarningsBug.zip](https://github.com/godotengine/godot/files/9987791/GetConfigurationWarningsBug.zip)
Repository: ant-design
Issue: Paragraph组件复制时鼠标离开tooltips不自动消失
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/ke-jiao-hu-antd-4-24-1-forked-v6uuvu?file=/demo.tsx:333-342)

### Steps to reproduce

点击复制之后，鼠标立即离开

### What is expected?

点击复制之后，鼠标立即离开，tooltip能自动消失

### What is actually happening?

点击复制之后，鼠标立即离开，tooltip不能自动消失

| Environment | Info |
| --- | --- |
| antd | 4.24.1 |
| React | 18 |
| System | window or mac |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->