sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [joy-ui][Select] No focus-outline if focused by label
Labels: bug 🐛,component: select,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://mui.com/joy-ui/react-select/#accessibility

Steps:

1. Scroll to accessibility demo
2. Click on Label
3. No focus outline


### Current behavior 😯

"button" of Select does not have a focus outline if it is focused by a label. 

The element is in focus though, So it's just an a11y cosmetic issue.

### Expected behavior 🤔

Here's a demo of the desired behavior and also a workaround:

https://codesandbox.io/s/upbeat-haze-qvxzk7?file=/Demo.tsx

### Context 🔦

I want consistent a11y and cosmetic appearance of my form fields

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    @emotion/react: 11.11.1 => 11.11.1
    @emotion/styled: 11.11.0 => 11.11.0
    @mui/base:  5.0.0-beta.17
    @mui/core-downloads-tracker:  5.14.11
    @mui/icons-material: 5.14.11 => 5.14.11
    @mui/joy: 5.0.0-beta.8 => 5.0.0-beta.8
    @mui/material: ^5.14.11 => 5.14.11
    @mui/private-theming:  5.14.11
    @mui/styled-engine:  5.14.11
    @mui/system:  5.14.11
    @mui/types:  7.2.4
    @mui/utils:  5.14.11
    @types/react: ^18.2.23 => 18.2.23
    react: 18.2.0 => 18.2.0
    react-dom: 18.2.0 => 18.2.0
    typescript: ^5.2.2 => 5.2.2

```

Browser: all are affected, since it is an issue of setting the correct class on focus
</details>
Repository: neovim
Issue: Message area is not cleared properly when cmd height is changed
Labels: bug,ui,messages

### Problem

Message area is not cleared properly when cmd height is changed.

### Steps to reproduce

run: `nvim --clean -u min.vim`
enter `:call T(10) | resize +5<cr>`
min.vim:  
```vim
function! T(h)
  let i = 0
  let s = 'xx'
  while i < a:h
    echo s
    let s = s .. 'xx'
    let i = i + 1
  endwhile
endfunction

set ch=20
```

### Expected behavior

Message area is properly cleared.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-1259+gc0f4d6001-dirty Build type: Debug LuaJIT 2.1.1695653777

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

no

### Operating system/version

Arch Linux

### Terminal name/version

alacritty 0.12.2 (9d9982df)

### $TERM environment variable

alacritty

### Installation

repo
Repository: vscode
Issue: File nesting breaks when moving files
Labels: bug,file-nesting

Type: <b>Bug</b>

Moving a nested file to a subdirectory breaks the rendering of the remaining nested files. In this gif notice that after moving `bar.cpp.gen` `foo.cpp.gen` disappears. The parent file can still be expanded, but nothing shows up underneath it. This persists until vscode is reloaded.

![File Nesting Bug](https://github.com/microsoft/vscode/assets/484784/124966db-d788-49d8-a8ef-8bd7952a9966)

VS Code version: Code 1.82.2 (abd2f3db4bdb28f9e95536dfa84d8479f1eb312d, 2023-09-14T05:55:25.390Z)
OS version: Windows_NT x64 10.0.22621
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i7-1260P (16 x 2496)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<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>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.62GB (8.39GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: tauri
Issue: [feat] Code Signing macOS Application in development mode
Labels: type: feature request

### Describe the problem

In `development mode`, Tauri does not code-sign macOS app. If your app needs to call some API that require `permission` control, you will need to re-authorize each time.

Example:

![preview](https://github.com/tauri-apps/tauri/assets/23690145/3b7b1516-473b-453a-acca-fe830d5fdae3)

If your application saves 100 passwords in the `keychain`, every time you run `tauri dev`, macOS will think it is a new unauthorized app, so you will have to enter the password 100 times in this dialog, which greatly affects the development experience.

---

Code signing in development mode will especially make sense if your app needs to access any of the ones listed below.

![2](https://github.com/tauri-apps/tauri/assets/23690145/cee8e044-bdf0-49a6-a36f-96eef48d043c)






### Describe the solution you'd like

When run `tauri dev`, check the environment variables listed here: [Code Signing macOS Applications](https://tauri.app/v1/guides/distribution/sign-macos#tldr).
If configured, sign the app.



### Alternatives considered

_No response_

### Additional context

_No response_
Repository: godot
Issue: Back icon showing in resource selection menu
Labels: enhancement,topic:editor

### Godot version

v4.2.dev5.mono.official [e3e2528ba]

### System information

Godot v4.2.dev5.mono - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

I have created a resource with the class name Back.
![image](https://github.com/godotengine/godot/assets/66909430/096984e5-b569-4f98-89e8-26e11d479a5d)

The icon of this resource shows a different icon than any other custom resource is showing. (Where the red arrow is pointing)
![image](https://github.com/godotengine/godot/assets/66909430/e761c505-488a-43f9-9ada-e46adb5703ab)

I expect it to work like this
![Untitled](https://github.com/godotengine/godot/assets/66909430/3627c498-1aa3-47da-8dbc-20684f9ca8ac)


### Steps to reproduce

1. Create a new script that inherits from Resource
2. Set the class name to Back (either C# or class_name)
3. When creating a resource, you'll see "new Back" with the back icon


### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/12777467/project.zip)
Repository: PowerToys
Issue: Fancy Windows
Labels: Product-FancyZones,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Please allow the resizing of windows to take all the space above as well below, like when you resize windows using fancy windows there is some space left above and below

### Scenario when this would be used?

Everytime you use fancy windows

### Supporting information

_No response_
Repository: godot
Issue: Nodes with disabled processing appear unclickable when selecting exported node
Labels: bug,topic:editor,usability

### Godot version

4.2 dev5

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/2223172/04845d27-8e5d-44c6-b72f-ff8f4573e8a5)
Control can be selected, but doesn't look like.

### Steps to reproduce

1.
```GDScript
extends Node
@export var test: Control
```
2. Add a Control to the scene
3. Set its `process_mode` to disabled

### Minimal reproduction project

N/A
Repository: next.js
Issue: next build error
Labels: bug

### Link to the code that reproduces this issue

https://github.com/qingyggg/storybook.git 

### To Reproduce

1.git checkout  bugreport
2.next build
3.error
import { __read, __spreadArray } from "tslib";
^^^^^^

SyntaxError: Cannot use import statement outside a module

> Build error occurred
Error: Failed to collect page data for /detail/[ad]
    at /home/alice/GolandProjects/storybook/client/node_modules/.pnpm/next@13.4.19_react-dom@18.2.0_react@18.2.0/node_modules/next/dist/build/utils.js:1158:15


### Current vs. Expected behavior

...i expect next build success

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Wed Sep 13 14:10:57 UTC 2023
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: N/A
  pnpm: 8.7.0
Relevant Packages:
  next: 13.5.4-canary.8
  eslint-config-next: 13.0.6
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 4.9.3
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

..
Repository: godot
Issue: Mouse Stutter when Dragging if mouse mode is MOUSE_MODE_CONFINED
Labels: bug,platform:macos,topic:porting,needs testing

### Godot version

4.1.1 stable

### System information

Godot v4.1.1.stable - macOS 13.0.1 - Vulkan (Compatibility) - Intel(R) Iris(TM) Plus Graphics OpenGL Engine - Intel(R) Core(TM) i5-1038NG7 CPU @ 2.00GHz (8 Threads)

### Issue description

Setting the `Input.mouse_mode` to `Input.MOUSE_MODE_CONFINED` will, holding down the Left Mouse Button and dragging, make the mouse stutter. 

https://youtu.be/8jQ8h0L1JU0

### Steps to reproduce

Make a new Scene
Add a Script to that Scene
In that Script, in `_ready()` set the `Input.mouse_mode` to `Input.MOUSE_MODE_CONFINED`
Play the Scene
Hold down Left Click
Move the Mouse around

### Minimal reproduction project

N/A (See above, very trivial)
Repository: rust
Issue: `generic_const_exprs` can break inline const blocks
Labels: T-compiler,C-bug,A-const-generics,F-inline_const,F-generic_const_exprs

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#![feature(generic_const_exprs)]
#![feature(inline_const)]

fn foo<const N: u32>() {
    const {
        assert!(N != 0);
    }
}
```

I expected to see this happen: it compiles
Instead, this happened: it errors:

```
error: overly complex generic constant
 --> src/lib.rs:5:11
  |
5 |       const {
  |  ___________^
6 | |         assert!(N != 0);
7 | |     }
  | |_____^ blocks are not supported in generic constants
  |
  = help: consider moving this anonymous constant into a `const` function
  = note: this operation may be supported in the future
```

Removing the `generic_const_exprs` feature allows the const block to compile

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.74.0-nightly (ca62d2c44 2023-09-30)
binary: rustc
commit-hash: ca62d2c445628587660ae48013f460b08b1f5552
commit-date: 2023-09-30
host: x86_64-apple-darwin
release: 1.74.0-nightly
LLVM version: 17.0.2
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
<backtrace>
```

</p>
</details>

cc @oli-obk @BoxyUwU
Repository: PowerToys
Issue: Previewing files HTML, JavaScript and CSS in File Explorer
Labels: Product-File Explorer,Needs-Triage,Needs-Team-Response,Product-Peek

### Description of the new feature / enhancement

Please, I would like you to add the ability to preview **HTML**, **JavaScript** and **CSS** files to the Windows File Explorer.

### Scenario when this would be used?

To preview the contents of a file before opening it.

### Supporting information

_No response_
Repository: vscode
Issue: Search Files By Name Should Use Highlighted Text
Labels: feature-request,quick-open

<!-- ⚠️⚠️ 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. -->
This has already been reported (and closed) as both https://github.com/microsoft/vscode/issues/59957 and #97911.

This would be a great convenience: please stop closing it and just implement it :)
Repository: godot
Issue: Can't move VideoStream if it's part of an opened scene
Labels: bug,topic:editor

### Godot version

4.2 0ca8542

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

When trying to move a video file to another directory (or rename it), and the video is part of a currently opened scene, it will fail with
```
  Can't add child '@AcceptDialog@24988' to 'root', already has a parent '@ProgressDialog@22551'.
  C:\godot_source\scene/main/window.cpp:1667 - Condition "!is_inside_tree()" is true.
```

https://github.com/godotengine/godot/assets/2223172/b91d731a-f87d-4b3f-82a2-73a6cf33b923

I suspect it's a recent regression from one of the dependency renaming PRs, but I didn't check.

I also noticed a similar related bug when moving other resource types. The operation succeeds, but there is some misbehaving dialog when saving the scene. EDIT: Yes, it seems to happen after moving the video. Warning dialog becomes child/parent of progress dialog 🤔

### Steps to reproduce

1. Add VideoStream to your project
2. Add VideoStreamPlayer to the scene
3. Try to move the VideoStream to another directory

### Minimal reproduction project

Example video
[jodot.ogv.txt](https://github.com/godotengine/godot/files/12778185/jodot.ogv.txt)
(well done GitHub with forcing me to upload a video with txt extension🤦‍♂️)
Repository: deno
Issue: repl: incorrect color
Labels: bug,repl

code: `/https?:\/\/deno.land\/(?:std\@?[^\'\"]*|x\/[^\/\"\']*?\@?[^\'\"]*)/`

![image](https://github.com/denoland/deno/assets/22427111/6861afa3-8a3d-4590-a286-83be5d95dcdc)
Repository: deno
Issue: --v8-flags conflict
Labels: upstream

if i use those flags:

```
--v8-flags='--jitless'
--v8-flags='--lite-mode' 
```
this flags are discussed here: https://github.com/denoland/deno/issues/6621

i recieve conflict message:

```
Warning: disabling flag --expose_wasm due to conflicting flags                                                                                                                                     
error: Uncaught ReferenceError: WebAssembly is not defined                                                                                                                                         
        const instance = await WebAssembly.instantiate(module, imports);                                                                                                                           
                         ^                                                                                                                                                                         
    at load (https://deno.land/x/denoflate@1.2.1/pkg/denoflate.js:216:26)                                                                                                                          
    at init (https://deno.land/x/denoflate@1.2.1/pkg/denoflate.js:247:40)                                                                                                                          
    at async https://deno.land/x/denoflate@1.2.1/mod.ts:13:1  
```
Repository: godot
Issue: Godot keeps re-importing assets when tabbing back into editor despite no external changes if filename casing is changed externally
Labels: bug,topic:editor,confirmed,topic:import

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

When editing scripts / scenes inside the godot engine editor, saving the script / scene then causes godot to reimport assets every single time I tab back into godot from another tab.

### Steps to reproduce

1. Open up the editor and save a scene / script. You don't even have to make any changes, actually.
2. Tab out from Godot
3. Tab back in and watch as the engine reimports all of your assets.

### Minimal reproduction project

N/A
Repository: godot
Issue: Crash when close tab after deleting a node in a scene that has scenes inheriting from it
Labels: bug,topic:editor,needs testing,crash

### Godot version

v4.1.1.stable 

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4502) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)

### Issue description

I have a scene that has a child Control node with some more children. I have another scene that inherits from that scene. When I deleted the Control node and tried to close the inherited scene, Godot crashes. The console also gives me errors related to the children nodes of the Control node I deleted. I can't delete said nodes in the inherited scene or even right click on them in the Scene tab. Opening the scene works fine, it's just trying to close it that crashes Godot.

### Steps to reproduce

I don't actually know how to reproduce this. I tried making a minimal reproduction project but I couldn't get it to work. So I just pasted the stuff from my project and deleted all the unnecessary bits.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/12778532/test.zip)
Repository: godot
Issue: Can't make a popup shorter after making it taller
Labels: bug,topic:editor

### Godot version

v4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4502) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)

### Issue description

I made a popup. I added a PanelContainer as a child and set its anchors to bottom wide, and then set a custom minimum size. Now when I change the size.y property of the popup, I can't make it smaller when I hit the reset button or when I manually type it in.

### Steps to reproduce

See issue description

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/12778574/test.zip)
Repository: godot
Issue: Print a warning when attempting to use `variable++`, `variable--`, `++variable` or `--variable`
Labels: enhancement,discussion,topic:gdscript

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Wed Sep 13 14:10:57 UTC 2023 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 (nvidia; 535.104.05) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

Using `--variable` to subtract from a variable does not call the variable setter function. Tested with variable -= 1 and variable = variable - 1 and both call the code inside the setter, but --variable does not.

Example:
```
var quantity = 4:
	set(new_value):
		quantity = new_value
		print(str(quantity))

func _ready():
	--quantity
```

When using breakpoints, the setter is not called.

### Steps to reproduce

Create a script with a variable. Create a setter for said variable. Use any method, signal or call to attribute this variable using the --variable notation. Use breakpoints to validate that the setter is not being called.

### Minimal reproduction project

[Minimal.zip](https://github.com/godotengine/godot/files/12778610/Minimal.zip)
Repository: godot
Issue: Crash on file rename or move
Labels: bug,topic:editor,crash

### Godot version

4.2.dev5

### System information

MacOS 12.3

### Issue description

When renaming or moving a file in-editor, Godot crashes. Happens 99.9% of the time.

Video of the issue [here](https://youtu.be/gjQlb6y6ysU).

### Steps to reproduce

1. Load a project
2. Move a directory containing files that are used by other scenes
3. Wait for the crash

### Minimal reproduction project

I don't think an MRP is necessary, but if you can't replicate I'll give it a go.

**Edit:** I attempted to find duplicate issues but didn't find any. I'd be surprised if an issue didn't already exist but I'm raising this just in case.
Repository: terminal
Issue: Could move focus be made circular
Labels: Area-UserInterface,Product-Terminal,Issue-Task

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement.
3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement.
5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement.

All good? Then proceed!
-->

# Description of the new feature/enhancement

If you're in the rightmost pane Alt+Right takes you to the leftmost pane (similarly for the other three).  I often want to switch back and forth between two panes.
<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->
Repository: PowerToys
Issue: Move newly created windows to their last known zone - allow per app inclusion/exclusion
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Allow this setting to apply to only certain applications.

### Scenario when this would be used?

Currently, this setting impacts all applications. However, as a user I find that this feature is not suited for all applications. For example, it works well with Explorer, but not for MATLAB, which normally produces figure windows of a standard size, which I would like to retain. Therefore, I would like to be able to exclude MATLAB from this FancyZones setting.
Note: I still want to use FancyZones with MATLAB, it's just the "last known zone" feature that doesn't work well with MATLAB.

### Supporting information

_No response_
Repository: godot
Issue: SubViewport's `transparent_bg` property renders all objects transparent when using CameraAttributesPhysical
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.1 official

### System information

Win11, Radeon 7900XTX

### Issue description

When using a SubViewport with `transparent_bg` enabled, and either a WorldEnvironment or Camera3D using CameraAttributesPhysical, all objects in scene are transparent, rather than only background. Toggling CameraAttributesPhysical shows difference in behavior.

Proper behavior:
![image](https://github.com/godotengine/godot/assets/38119387/e1f3b462-611f-4397-8351-06be1eecb944)
Incorrect behavior (using CameraAttributesPhysical):
![image](https://github.com/godotengine/godot/assets/38119387/1d1e2587-4e56-4322-a49f-8c2604d1dd1a)


### Steps to reproduce

Run SubViewport, with `transparent_bg` without camera attributes, (or CameraAttributesPractical), proper behavior.
Switch camera attributes to CameraAttributesPhysical, and nothing is rendered.

### Minimal reproduction project

[minimal.zip](https://github.com/godotengine/godot/files/12779500/minimal.zip)