sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Second gamepad stops working after first is disconnected
Labels: bug,platform:windows,needs testing,topic:input

### Godot version

4.1.3.stable

### System information

Windows 10, Dualsense Controllers

### Issue description

If the first gamepad (deviceId 0) connected to the machine is disconnected, the second controller (deviceId 1) stops registering input. However if the second controller disconnects, the first will continue to work.

Reconnecting the first controller causes only this controller to work and have the ID 1. The second controller still does not register

### Steps to reproduce

1. Connect a gamepad
2. Connect a second gamepad
3. Disconnect first gamepad
4. Test second gamepad and note that it is no longer registering input

Also note that device ID for second gamepad has changed from 1 to 0 which I don't believe is or should be the intended behavior

### Minimal reproduction project

[test_controller_issue.zip](https://github.com/godotengine/godot/files/13324478/test_controller_issue.zip)
Repository: neovim
Issue: cursor moves to cmdline when searching for pattern (perceived as flicker) (solution: make ui_busy_start actually mean "busy"!)
Labels: bug,performance,complexity:low,display

### Problem

The cursor briefly moves to the commandline when searching for the next pattern using:

- `n`
- `N`
- `*`
- `#`

## In terminal nvim
In terminal nvim, this is perceived as a cursor flicker.

https://github.com/neovim/neovim/assets/4657140/2aa1a535-9109-42f5-9515-46b9b49fcc0b

## In neovide (with cursor animation)
In neovide with cursor animation enabled, this is perceived as the cursor jumping across the screen and then back.

https://github.com/neovim/neovim/assets/4657140/e6020b1b-9b37-49b8-bf4e-5df5c6623a5c



### Steps to reproduce

### Open neovim:
```
nvim --clean
```
or
```
neovide -- --clean
```

### Create new buffer in right window
```
:vnew
<C-w>l
```

### Setup buffer to contain `xyz` on 10,000,000 lines and `abc` on line 1 and line 5,000,000 
```
iabc<Esc>
oxyz<Esc>
yy10000000p
50%
Oabc<Esc>
```

### Invoke search on `abc`:
```
*
n
N
#
```

Notice that cursor goes to commandline between searches.

### Expected behavior

The cursor should not move to the commandline.

It should stay in the same screen position until the next search match location is found and then move there directly.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-1461+g468292dcb-Homebrew

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

yes, vim 9.0.1544 (cursor disappears briefly as well but does not seem to appear in comandline)

### Operating system/version

macOS 13.5.1

### Terminal name/version

kitty 0.29.0

### $TERM environment variable

xterm-kitty

### Installation

homebrew
Repository: godot
Issue: Reflection Probe Too Glossy wIth Panorama Sky
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.5 Beta 5

### System information

Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x

### Issue description

Reflection Probes will make all materials under their influence too glossy when a Panorama sky (.EXR or .HDR) is used.
This does not seem to affect specular reflections from light sources.
Brightness of surrounding objects also seems to be affected (the ground seems to be too bright in the metallic material, even though the probe was updated to account for the change in lighting).

**With Panorama Sky:**
![ReflectionProbeGlossy_Panorama](https://github.com/godotengine/godot/assets/70243134/b2020bbb-8571-4855-b1ec-544dbff226c5)

**With Procedural Sky:**
![ReflectionProbeGlossy_Procedural](https://github.com/godotengine/godot/assets/70243134/99c4a465-9480-43b5-b0e9-d0205c3d9ffc)



### Steps to reproduce

- Load MPR
- Panorama Sky should be there by default and the materials are too glossy
- Change sky to Procedural or Physical
- Open a new tab and return to the main scene so the probe is updated
- Reflections should be adequate roughness

### Minimal reproduction project

[ReflectionProbeGlossiness.zip](https://github.com/godotengine/godot/files/13324646/ReflectionProbeGlossiness.zip)
Repository: godot
Issue: Godot Editor crashes in compatibility mode
Labels: bug,topic:editor,needs testing,crash

### Godot version

godot 4,2 beta5

### System information

Windows and Linux

### Issue description

Crash:

```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.beta5.official (4c96e9676b66d0cc9a25022b019b78f4c20ddc60)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7fac72e42520] (??:0)
[2] /lib/x86_64-linux-gnu/libGLdispatch.so.0(+0x47fe9) [0x7fac6da68fe9] (??:0)
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
```

### Steps to reproduce

I have a big scene with much shaders

### Minimal reproduction project

Nope
Repository: PowerToys
Issue: Editing the keyboard shortcuts of the modules through the Dashboard
Labels: Idea-Enhancement,Product-Settings,Needs-Triage

### Description of the new feature / enhancement

Can you make it so that, we can edit the keyboard shortcuts of the modules through the Dashboard?

### Scenario when this would be used?

This can be used to directly and quickly edit the keyboard shortcuts of the modules through the Dashboard. 

### Supporting information

_No response_
Repository: vscode
Issue: Workspace Trust - Untrusted files don't open in the same window via Open Recent
Labels: bug,workspace-trust

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- VS Code Version: 1.84.2
- OS Version: Windows 10

It works as expected when I open a file via File -> Open but not when doing it via Open Recent list. I think that both menus should work the same way.

**Steps to Reproduce:**

1. Set Window: Open Files In New Window to "default"
2. Set Security › Workspace › Trust: Untrusted Files to "open"
3. Start a new instance of VS Code and open a file that is *not* located in one of the trusted folders via File -> Open menu (or just click on a file in Explorer)
5. Open a different file from another untrusted folder via Open Recent menu

**Expected result:**
Second untrusted file should have opened in the same untrusted window, as if I used the File -> Open menu

**Actual result:**
Second file opened in a new untrusted window
Repository: PowerToys
Issue: System resources efficiency
Labels: Area-Quality,Needs-Triage

### Description of the new feature / enhancement

Can someone explain how a program, quite simple one, doing nothing, consume hundreds of megabytes(!) of memory ?
So the enhancement proposal is pretty straightforward: make it use adequate amount of resources, and no more

![Screenshot](https://github.com/microsoft/PowerToys/assets/22621719/5886879e-c3fb-42b5-bc72-eb324c5689de)

### Scenario when this would be used?

It will be used all the time!

### Supporting information

_No response_
Repository: PowerToys
Issue: (feat): Extend windows' built-in `Mouse Keys` to use `Scroll Lock` button to provide scroll functionality
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

<!-- ### Description of the new feature / enhancement -->

* Currently on enabling windows "Mouse Keys" - it uses the NumPad keys to move the cursor.
* there's no way to "scroll" using mouse keys

This feature will extend the already built-in utility "mouse keys" to provide scrolling functionality when combined with scroll key

### Scenario when this would be used?

<!-- ### Scenario when this would be used? -->

* During long typing sessions (like document writing, team-discussion/chatting, or coding)
* Constrained physical space on desk or at keyboard drawer
* Accessibility issues

### Supporting information

<!-- ### Supporting information -->

Use Mouse Keys to move the mouse pointer - Microsoft Support
https://support.microsoft.com/en-us/windows/use-mouse-keys-to-move-the-mouse-pointer-9e0c72c8-b882-7918-8e7b-391fd62adf33
Repository: godot
Issue: Voxel GI Sky Indirect Creates Banding Artifacts
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.5 Beta 5

### System information

Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x

### Issue description

Voxel GI creates extreme banding artifacts from sky indirect contribution when "interior" is unticked.
This is noticeable on perfectly matte materials and very noticeable on reflective materials. The effect is exacerbated by low domain subdiv levels but not entirely resolved by higher ones. This may be one of the main culprits behind issue #50842.

When sky indirect contribution is allowed, noticeable banding occurs on all materials and is most noticeable in shadowed areas on flat non-textural surfaces at normal to high exposures. This creates problems for low-poly and minimalist styles:
![VoxelGISkyBanding01](https://github.com/godotengine/godot/assets/70243134/939eeb7f-fa98-489e-950a-68a5d2dbde42)

When the probe is set to "inside" mode, the banding is not present (exposure increased to account for lack of available light):
![VoxelGISkyBanding02](https://github.com/godotengine/godot/assets/70243134/62415b3a-d08b-48f9-9b92-c3a6e706e9de)

This effect is very noticeable on reflective surfaces, with severe banding appearing on a range of roughness settings. Here is a nonmetallic material with minimum roughness:
![VoxelGISkyBanding04](https://github.com/godotengine/godot/assets/70243134/84de04fa-1505-4e06-a604-63fe1cc8f173)
![VoxelGISkyBanding03](https://github.com/godotengine/godot/assets/70243134/1ef1b63c-5171-4d2e-9afb-ed875f802d29)

These artifacts are creating some problems that are difficult to work around in my own projects, where they present very noticeably. Top image is exterior mode, bottom image is interior mode:
![VoxelGISkyBanding05](https://github.com/godotengine/godot/assets/70243134/f5fcebf8-3e13-4d27-a9ad-b77e635fc05a)
![VoxelGISkyBanding06](https://github.com/godotengine/godot/assets/70243134/63236729-6941-4d99-950d-773e496ad85d)
![VoxelGISkyBanding07](https://github.com/godotengine/godot/assets/70243134/3ef2878a-ef3f-42ce-896b-f5dd00337b13)
![VoxelGISkyBanding08](https://github.com/godotengine/godot/assets/70243134/ab09cca4-f118-4e9d-964e-72245ea47667)

### Steps to reproduce

Use VoxelGI in exterior mode on flat non-textural materials. Higher exposures in shadowed areas show the artifacts more readily.

### Minimal reproduction project

[VoxelGI Sky Banding.zip](https://github.com/godotengine/godot/files/13325141/VoxelGI.Sky.Banding.zip)
Repository: rust
Issue: ice: `Should not be resolving bound region.`
Labels: A-lifetimes,I-ICE,T-compiler,C-bug,S-bug-has-test,T-types,requires-debug-assertions

<!--
[31mICE[0m: Rustc ./snippet_150.rs '--edition=2021 -ooutputfile -Zdump-mir-dir=dir' 'thread 'rustc' panicked at compiler/rustc_hir_typeck/src/writeback.rs:825:9: 'Should not be resolving bound region.'', 'thread 'rustc' panicked at compiler/rustc_hir_typeck/src/writeback.rs:825:9: 'Should not be resolving bound region.''
File: /tmp/icemaker/snippet_150.rs
-->

code was reduced from a diagnostic issue: #97680
Unfortunately I can't bisect this since we don't have nightly debug assertion builds
````rust
use std::future::Future;

fn hrc<R, F: for<'a> AsyncClosure<'a, (), R>>(f: F) -> F {
    f
}

fn main() {
    hrc(|x| async {});
}

trait AsyncClosure<'a, I, R>
where
    I: 'a,
{
}

impl<'a, I, R, Fut, F> AsyncClosure<'a, I, R> for F
where
    I: 'a,
    F: Fn(&'a I) -> Fut,
    Fut: Future<Output = R> + Send + 'a,
{
}


````

Version information
````
rustc 1.75.0-dev
binary: rustc
commit-hash: unknown
commit-date: unknown
host: x86_64-unknown-linux-gnu
release: 1.75.0-dev
LLVM version: 17.0.4

````
rustc @ d4c86cfc4984293d642e5b4f7eece60a6e83e264
Repository: PowerToys
Issue: Automatically create folders for files matching a given criteria
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Allows automatic creation of folders for files that say have a given extension. This mostly applies to say a downloads folder where a lot of random files are frequently added. For example image files with .jpg, .png etc. extensions are automatically inserted into a new folder whose name can be set by the user. I'm not a macOS user, but sort of like hazel for macOS: https://www.noodlesoft.com/manual/hazel/work-with-folders-rules/manage-folders/

### Scenario when this would be used?

Can be used to organize a downloads folder, or any other folder of the users' liking.

### Supporting information

_No response_
Repository: PowerToys
Issue: Mouse Without Borders: should report version mismatch
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Without Borders

### Description of the new feature / enhancement

It would be good when MouseWithoutBorders could check the remote version and show a meaningful message that we should use the same version on all computers.

### Scenario when this would be used?

I just had an issue where my PC could not connect to my Laptop anymore.  
The connection was always stuck in yellow and blue colors.  

I found out that I was using different versions of PowerToys: 0.75.1 vs. 0.74.x.  
After updating the older version to 0.75.1 the connection works again.


### Supporting information

_No response_
Repository: godot
Issue: GPUParticles3D enabling "Particle Billboard" on draw pass mesh material disables aligning Y to velocity
Labels: needs testing,topic:3d,topic:particles

### Godot version

v4.2.beta5.official [4c96e9676]

### System information

Windows 10 - Godot 4.2-beta5 and Godot 4.1.3 - Vulkan(Forward+)

### Issue description

Enabling "Particle Billboard" on the draw pass mesh material prevents Y to velocity alignment from working. This also makes it impossible to use animated sprites if the user wants them to align with velicity.

### Steps to reproduce

Create new GPUParticles3D
Create new ProcessMaterial
In the Process Material unable "Align Y" particle flag
Add some initial velocity to particles
Create new Draw Pass
Create new QuadMesh
Create new StandardMaterial3D for the quad mesh
Set the billboard mode to "Particle Billboard"


### Minimal reproduction project

[ParticleBillboardBug.zip](https://github.com/godotengine/godot/files/13325754/ParticleBillboardBug.zip)
Repository: ollama
Issue: System Performance Benchmarking
Labels: documentation,feature request

Hi!

In threads like #738, I see a lot of people trying different hardware and software setups, followed by checking the logs for the `llama_print_timings` output to see performance results.

From my (admittedly short) time playing around with my own hardware, I've noticed a lot of inconsistency between runs, making it difficult to evaluate changes.

I would suggest an enhancement like an `ollama bench <model>` command, which would set up a suite of example prompts, which would be sequentially or randomly sent to the LLM and the data recorded.

This way, we can all have a consistent way of comparing benchmark runs, which would also be excellent for development.

Introspecting a running session and just keeping a performance log, separate from stdout, would also be excellent.

Is there a way to do this already, maybe through `llama.cpp`?
I would be happy to try and implement this with some help 👍

Cheers,
Julian
Repository: godot
Issue: Problem with data update (legacy scene)
Labels: topic:editor,needs testing

### Godot version

v3.6.beta3.official [21ab700f2]

### System information

w10 64

### Issue description

When a scene (that other nodes inherit from) changes and the editor is focused on the scene it inherits, the changes are not seen until the tabs are toggled.

Example, I have two scenes A and B.
B inherits from A.
I make changes to A, then go to B's tab, click "Save all scenes", but B doesn't update according to A.
For the update to be applied I must activate A's tab and then return to B's. Now B shows the updated data on A.

Watch the video.
I have those two scenes.
"Nivel2_A1" inherits from "Nivel2_ABAJO_IZQ"
First I make changes to the scene "Nivel2_ABAJO_IZQ", I do not save those changes, then I go to the scene "Nivel2_A1". Now I save all the scenes but the changes made in "Nivel2_ABAJO_IZQ" are not shown in the "Nivel2_A1" tab, for them to be shown I have to change tabs and simply return to the "Nivel2_A1" tab


https://github.com/godotengine/godot/assets/19652075/850e3a5c-d11e-4216-a075-fad3b7abd4ce



### Steps to reproduce
1 - Modify scene A. Put a tile here or there.
2 - View scene B (activate its tab to be able to see the scene in the editor, do not run the scene).
3 - Click on "Save all scenes", the changes in scene A will now have been saved.
4 - Note that changes in A are not reflected in scene B (scene B is inherited from scene A).
5 - For the changes to be observed in scene B, display scene A and display scene B again.
...

### Minimal reproduction project
[TestTilemap.zip](https://github.com/godotengine/godot/files/13345945/TestTilemap.zip)

...
Repository: godot
Issue: TreeItem text is not correctly shown while modifying text if embed subwindows is off and allways on top is on.
Labels: bug,topic:gui

### Godot version

4.2 beta

### System information

Windows 10

### Issue description

The bug occurs only with a combination of some project settings : 
- ``is_on_top`` is on
AND 
- ``embed subwindows`` is off

When modifying the text of a TreeItem by double clicking on it, the LineEdit isn't shown during modification.
After validating with Enter key, the new name appears.

Here is what is the bug : 

![bug](https://github.com/godotengine/godot/assets/3649998/0e3c8a73-f6c4-453d-b622-0b17dcfd4809)


Here is what is expected (I've disabled ``always_on top`` to capture the correct bahaviour) :

![expected](https://github.com/godotengine/godot/assets/3649998/863565ba-f915-4f0c-b5d0-5dbe67ea81ed)

This bug is very similar to OptionButton's issue : https://github.com/godotengine/godot/issues/80691

### Steps to reproduce

In project settings, enable ``display/window/size/always_on_top`` and disable ``display/window/subwindows/embed_subwindows``.

Add a Tree node and create a TreeItem with some text. Make it editable.

Run the app and try modifying the text of the TreeItem by double clicking on it.

### Minimal reproduction project

[treeItem_bug.zip](https://github.com/godotengine/godot/files/13326106/treeItem_bug.zip)
Repository: deno
Issue: invalid peer certificate: BadSignature with Cloudflare WARP
Labels: feat,tls

_Disclaimer: It's a bit hard to know whether the root cause is in Deno's scope or Cloudflare's scope, so I am posting an issue both in here and with Cloudflare support._

# Description

When using Cloudflare WARP as an HTTPS proxy, deno is unable to fetch any resources as it errors with `invalid peer certificate: BadSignature` regardless of how Cloudflare's certificate is provided.

# Context

Cloudflare WARP is a VPN client that can also act as an HTTPS proxy in an Enterprise setting (this is part of the Cloudflare Zero Trust suite of product). Effectively, Cloudflare acts as a man-in-the-middle for all HTTPS traffic when Cloudflare WARP is activated and configured to run as an HTTPS proxy. It therefore requires the endpoint to trust a certificate from Cloudflare, which can be downloaded [here](https://developers.cloudflare.com/cloudflare-one/connections/connect-devices/warp/user-side-certificates/install-cloudflare-cert/).

When using Deno, this certificate can be provided in one of three ways:
1. Along the `--cert` CLI parameter.
2. By setting the environment variable `DENO_CERT` to the path of the certificate.
3. By installing the certificate to the system's trust store and setting the environment variable `DENO_TLS_CA_STORE` to `system`.

Regardless of how the certificate is provided, this fails. **It may either be because of a defect of Cloudflare's proxy, or a defect in Deno's handling of custom certificates.**

# Steps to reproduce

1. Install Cloudflare WARP, login to the appropriate Cloudflare team and configure the WARP client to enable the L7 proxy in the Zero Trust dashboard. Make sure that "Zero Trust" is toggled on the Cloudflare WARP client.
2. Download [the Cloudflare certificate in PEM format](https://developers.cloudflare.com/cloudflare-one/static/documentation/connections/Cloudflare_CA.pem). Let's assume that it is stored at `~/cloudflare.pem`.
3. Write a script that depends on a remote module **that has not yet been cached** (see example script). Let's assume that it is stored at `~/script.ts`.
4. (Optionally: Bust the cache with `rm -r $(deno info --json | grep denoDir | cut -d: -f2 | sed 's/[" ,]//g')`.)
5. Run `deno run --cert ~/cloudflare.pem ~/script.ts`.

This will fail with the following output:

```
error: Import 'https://deno.land/std@0.206.0/uuid/mod.ts' failed:
error sending request for url (https://deno.land/std@0.206.0/uuid/mod.ts):
error trying to connect:
invalid peer certificate: BadSignature
```

## Example script

```ts
import { v1 } from "https://deno.land/std@0.206.0/uuid/mod.ts";

console.log(v1.generate());
```

# System settings

Output of `deno --version`:

```
deno 1.38.1 (release, aarch64-apple-darwin)
v8 12.0.267.1
typescript 5.2.2
```

OS: macOS Ventura 13.6.1

Cloudflare WARP version: 2023.9.252.0 (20230927.21)
Repository: vscode
Issue: VS code fails to revert back from full-screen mode properly on Ubuntu 22.04.3 LTS using xmonad as default wm
Labels: bug,help wanted,upstream,linux,electron,titlebar

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Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.84.2
- OS Version: Ubuntu 22.04.3 LTS

Steps to Reproduce:

0. Install xmonad
1. Open up VS code
2. Press F11 (File, Edit, Selection, View ... bar disappears)
3. Try pressing F11 again (the bar does not reappear, and a lot of stuff seems to break -- hard to describe the behavior)