sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ViewportTextures work in-editor, appear solid purple in-game.
Labels: topic:rendering,needs testing

### Godot version

4.0.stable.official

### System information

Windows 11, Forward+, Nvidia RTX 3060 (528.49)

### Issue description

I have a SubViewportContainer and a sub-viewport. Inside this viewport, I have a MeshInstance with a ViewportTexture as the albedo, assigned another viewport containing some Control nodes. In the editor, it appears to correctly render the assigned viewport. However, when I run the scene, the texture turns into a solid purple.

![viewporthierarchy](https://user-images.githubusercontent.com/33167901/222857347-14ff4a1c-cbd1-4387-86a5-c034df69d8a0.png)


### Steps to reproduce

1. Create new 3D scene.
2. Add a Control node under the root.
3. Add a SubViewportContainer under the Control.
4. Parent a SubViewport to the SubViewportContainer.
5. Add a Camera3D and a MeshInstance3D to the SubViewport.
6. Create another SubViewport under the first SubViewport.
7. Add a Control node, along with some visible UI elements.
8. Create a new material for the mesh instance, with a ViewportTexture as the albedo.
9. Assign the lowest viewport to the texture.
10. Observe the mesh properly rendering the viewport in the editor.
11. Run the scene, observe that the viewport texture only works in the editor.

Alternatively, run the minimal reproduction project.

### Minimal reproduction project

[Minimal Reproduction Project](https://github.com/godotengine/godot/files/10887031/nested_viewports.zip)
Repository: flutter
Issue: Update `testWidgets` to use `setup` and `teardown`
Labels: a: tests,framework,P2,team-framework,triaged-framework

Currently, `testWidgets` does a lot of its setup and teardown outside of the `package:test`'s setup and teardown system. This makes it difficult to use the standard setup/teardown functionality for organizing and optimizing widget tests.

## Use case

As mentioned in #114468, there are a lot of test properties that would make sense to setup and teardown consistently, but we are unable to because the setup, teardown, and enforcement of state are all done outside of the setup/teardown system.

## Proposal

### Additions
* Add `setUpWidgets(WidgetTesterCallback callback)` to allow for setting up widgets consistently
  * State from these methods (such as pumping a widget) should carry over into the test, allowing the test to focus on actions and expectations on a consistently pumped widget
* Add `tearDownWidgets(WidgetTesterCallback callback)` to allow for adding teardowns that need access to the `WidgetTester`.
* Add `addTearDownWidgets(WidgetTesterCallback callback)` to allow for teardowns to be added within a test that need to access the `WidgetTester`.

### Modifications
* Update `TestWidgetsFlutterBinding._runTest` and `TestWidgetsFlutterBinding._runTestBody` to use setups, teardowns, or the widget variants added above to do all of the setup for the test.
* Update the current invariant checks to be invariant _enforcement_ or remove them completely. If we can reset them, do. If we can't reset them, warn, but don't fail the test.
  * This should also include resetting the various `on<PropertyChanged>` callbacks for `TestPlatformDispatcher` and `TestFlutterView` to prevent leaks between tests
Repository: godot
Issue: Texture repeat/filter does not apply to custom uniform sampler2Ds
Labels: documentation,topic:shaders

### Godot version

4.0.stable

### System information

Windows 11, Vulkan, AMD Radeon 680M / Intel Iris Graphics

### Issue description

#67150 may be related.

Default Texture Repeat/Filter does not work when using 2D shaders in the Vulkan renderer.
Rendering results are different between Vulkan and GL compatibility mode.

Vulkan Forward+ (default repeat not works)
![image](https://user-images.githubusercontent.com/1732153/222863496-fb32218c-189f-4bfb-8d2a-27923c2b7732.png)

GL Compativility (default repeat works)
![image](https://user-images.githubusercontent.com/1732153/222863457-f03b713b-b0bf-4366-8ab6-b03441cf5a3e.png)

When I added repeat_enable and filter_nearest to the sampler2D hint, it worked fine in Vulkan.
On the other hand, if I add repeat_disable and filter_linear, it does not work in GL compatibility mode.

### Steps to reproduce

1. Add Sprite2D node
2. Set the texture repeat to "Enable" in CanvasItem
3. Set the following shaders by ShaderMaterial
```
shader_type canvas_item;
uniform sampler2D tex;
void fragment() {
	COLOR = texture(tex, UV);
}
```
4. Set any texture to shader parameter

### Minimal reproduction project

[2DTexParamBug.zip](https://github.com/godotengine/godot/files/10887114/2DTexParamBug.zip)
Repository: PowerToys
Issue: Always pinned win+shift+D is invalid
Labels: Issue-Bug,Product-Always On Top,Needs-Triage

### Microsoft PowerToys version

0.68.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

使用win+shift+D时，无法触发始终置顶功能，更换其他快捷键才可以
_When using win+shift+D, the always-on top function cannot be triggered, so you can replace it with other shortcut keys_

### ✔️ Expected Behavior

像之前一样，使用win+shift+D也可以触发始终置顶功能，习惯了不想更换快捷键
_As before, using win+shift+D can also trigger the always-on top function, and you are used to not wanting to change the shortcut keys_

### ❌ Actual Behavior

使用win+shift+D时，无法触发始终置顶功能，更换其他快捷键才可以
_When using win+shift+D, the always-on top function cannot be triggered, so you can replace it with other shortcut keys_

### Other Software

_No response_
Repository: godot
Issue: CharacterBody3D doesn't slide when jumping up a slope even if "stop on slope" is set to false
Labels: bug,topic:physics,topic:3d

### Godot version

4.0

### System information

windows 10

### Issue description

A CharacterBody3D won't slide on a slope if the velocity is moving towards the higher ground, even if "stop on slope" is set to false.
![slope04](https://user-images.githubusercontent.com/10412778/222869445-9018069f-9a8b-4c1a-8454-a7b49894856a.gif)


### Steps to reproduce

run the example project and move left and right on the slope while jumping. Notice that it stops sliding if moving towards the higher ground, but it slides if moving away from higher ground.

### Minimal reproduction project

[slopeBug.zip](https://github.com/godotengine/godot/files/10887233/slopeBug.zip)
Repository: godot
Issue: ResourceLoader.exists(non_exists_uid_path) with error
Labels: bug,topic:core

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

ResourceLoader.exists(missing_uid) argument with non-exists uid path. this error occurs.

return false, but with error.

I expected only return false.

Is this error expected behavior?

```gdscript

extends Node

func _ready():
	var missing_uid:String = "uid://wt7k4gmp2ohs"
	print(ResourceLoader.exists(missing_uid)) #false , with error

# E 0:00:00:0656   node.gd:5 @ _ready(): Condition "!unique_ids.has(p_id)" is true. Returning: String()
#  <C++ ソース>      core/io/resource_uid.cpp:130 @ get_id_path()
#  <スタックトレース>     node.gd:5 @ _ready()

	var missing_uid_id:int = ResourceUID.text_to_id(missing_uid)
	print(missing_uid_id) #1585340072083752448
	print(ResourceUID.has_id(missing_uid_id)) #false

	var valid_uid:String = "uid://bo7vk3kam0f4v"
	print(ResourceLoader.exists(valid_uid)) #true

```

I use ResourceUID.text_to_id() and ResourceUID.has_id()  avoid this error.


### Steps to reproduce

N/A

### Minimal reproduction project

[resourceloader_non_exists_uid.zip](https://github.com/godotengine/godot/files/10887269/resourceloader_non_exists_uid.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Iteration slow down by half if you let Windows 10 turn off your monitor
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 let the computer/Windows put the monitor to sleep, it will halve your iterations per second.

This didn't occur when I turned off my monitor with it's physical Off button.  It's only if Windows does it.

To fix, go to Power & sleep settings > Additional power settings > Change when the computer sleep > Change advanced power settings > (expand by hitting + symbol) Display > Turn off display after (two options to "Never").

### Steps to reproduce the problem

1. Go to .... Power & sleep settings > Additional power settings > Change when the computer sleep > Change advanced power settings > (expand by hitting + symbol) Display > Turn off display after (two options to "1 minute").  Wait, and let the monitor turn off.

2.  Check your iterations/per sec.  It should be half.

### What should have happened?

Normal behavior should be the iterations stay constant if you let Windows turn off the display for you.
I did multiple tests and settings to confirm this was the only variable.

![Screenshot (41590)](https://user-images.githubusercontent.com/125160414/222872085-08a2eb73-dd51-4f20-be2e-24b24e4a906f.png)

![Screenshot (41587)](https://user-images.githubusercontent.com/125160414/222872093-f3d11776-fff6-4960-b8ef-bdb352cba0aa.png)


### Commit where the problem happens

3715ece0

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
No, I don't think I am.  Here's what's inside webui-user.bat


@echo off

set PYTHON=
set GIT=
set VENV_DIR=
set COMMANDLINE_ARGS=

call webui.bat
```


### List of extensions

StylePile 				https://github.com/some9000/StylePile.git 	unknown
multi-subject-render 			https://github.com/Extraltodeus/multi-subject-render.git 	unknown
sd-extension-steps-animation 		https://github.com/vladmandic/sd-extension-steps-animation.git 	unknown
sd_grid_add_image_number 		https://github.com/AlUlkesh/sd_grid_add_image_number.git 	unknown
stable-diffusion-webui-depthmap-script 	https://github.com/thygate/stable-diffusion-webui-depthmap-script.git 	unknown
stable-diffusion-webui-images-browser 	https://github.com/AlUlkesh/stable-diffusion-webui-images-browser.git 	unknown
stable-diffusion-webui-inspiration 	https://github.com/yfszzx/stable-diffusion-webui-inspiration.git 	unknown

### Console logs

```Shell
I believe this is not relevant.
```


### Additional information

_No response_
Repository: flutter
Issue: Why was `FlutterPluginBinding.getFlutterEngine()` deprecated?
Labels: engine,d: api docs,d: examples,P3,a: plugins,team-engine,triaged-engine

`FlutterPluginBinding.getFlutterEngine()` is marked deprecated: https://api.flutter.dev/javadoc/io/flutter/embedding/engine/plugins/FlutterPlugin.FlutterPluginBinding.html#getFlutterEngine()

Why was this done?

The deprecation message says "Use getBinaryMessenger(), getTextureRegistry(), or getPlatformViewRegistry() instead."

But those 3 methods don't even begin to cover the available API in `FlutterEngine`: https://api.flutter.dev/javadoc/io/flutter/embedding/engine/FlutterEngine.html

Where is a Flutter plugin developer supposed to get ahold of a `FlutterEngine` instance outside of the plugin binding?
Repository: vscode
Issue: Same file nested under two different files cannot be renamed
Labels: bug,file-explorer

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Hi

You can see 2 files with the same name `.prettierrc.cjs`:

![Screenshot 2023-03-03 184413](https://user-images.githubusercontent.com/44144724/222871947-e7148d10-2cb0-4d54-9221-b31e6c3f5178.png)

Link to video: https://drive.google.com/file/d/1T83sGhIZCk4VGOxpxXkwfKclxXaSVah1/view?usp=sharing

### Config:

```
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
"package.json": "package-lock.json, pnpm-lock.yaml, .pnpm-debug.log, .npmrc",
"tailwind.config.cjs": "tailwind.config.full.cjs, postcss.config.cjs",
"svelte.config.js": "vite.config.js, vite.config.js.timestamp-*.mjs, vite.config.ts, vite.config.ts.timestamp-*.mjs, jsconfig.json, tsconfig.json",
".env": ".env.example",
".prettierignore*": ".prettierrc.cjs"
},
"explorer.fileNesting.expand": true,
"explorer.compactFolders": false,
```

- VS Code Version: 1.76.0 (user setup)
- Electron: 19.1.11
- Chromium: 102.0.5005.196
- Node.js: 16.14.2
- V8: 10.2.154.26-electron.0
- OS Version: Windows_NT x64 10.0.19045
- Sandboxed: No

Steps to Reproduce:

1. Include the config
2. Add those 4 files to your workspace
Repository: godot
Issue: Editor window suddenly minimizes on Gnome (Linux)
Labels: bug,platform:linuxbsd,topic:editor,topic:porting

### Godot version

4.0

### System information

Fedora 37 (Workstation), Wayland, Mesa Intel® UHD Graphics (ICL GT1), Vulkan

### Issue description

The editor window automatically minimizes without my input making it unusable.
[Gravação de tela de 2023-03-04 00-31-09.webm](https://user-images.githubusercontent.com/119557151/222873855-44a00414-16d0-4ec8-b4a3-1497e2c77e98.webm)


### Steps to reproduce

I honestly don't know why it happens, it seems completely random but it looks like it generally happens after I go to another workspace.

### Minimal reproduction project

Can happen with any project, even on the project list.
Repository: vscode
Issue: Add the syntax highlighting of the "Visual Studio Dark 2019" theme to the new Dark+ V2 theme
Labels: feature-request,themes

The "Visual Studio Dark 2019" theme has always had much richer C# syntax highlighting than the default Dark+ theme.
This is what Dark+ looks like:

![image](https://user-images.githubusercontent.com/26527405/222877170-6f9e71c8-9b46-4834-a69f-4e868831ff23.png)

This is what the "Visual Studio Dark 2019" theme looks like:

![image](https://user-images.githubusercontent.com/26527405/222877158-0f9589e9-9373-4383-a74c-7ac060944e0a.png)

As you can obviously see, things like namespaces, interfaces, object properties, etc. have specific and distinguishable colors in the "Visual Studio Dark 2019" theme.

A new theme has been [recently added](https://code.visualstudio.com/updates/v1_75#_dark-v2-and-light-v2-experimental-themes) called "Dark+ V2"; which is an improved version of the old "Dark+" theme.

I think this is a good opportunity to enhance the C# syntax highlighting in VS Code. Especially given that the "Visual Studio Dark 2019" theme has already had better syntax highlighting for a long time, it may be just a matter of copying the relevant rules and pasting them over to Dark+ V2.
Repository: rust
Issue: generic_const_exprs and a (non const generic) array size expression allow recursive generic type parameters
Labels: C-bug,requires-nightly,F-generic_const_exprs,requires-incomplete-features

The following **does compile** (surprisingly - as opposed to #53191):
```rust
#![allow(incomplete_features)]

// Without `generic_const_exprs`, this fails to compile and `T` is reported as "never unused",
// regardless of whether the array size below is a (`const`) expression (`0*0`) or a literal (`0`).
//
// Note that `generic_const_exprs` "shouldn't" need to be required for this at all - there are no
// `const` generic parameters here.
#![feature(generic_const_exprs)]

// Based on LeafNode and InternalNode in BTreeMap's internals.
pub struct Node<T> {
    // When we change the array size from a `const` expression  (such as `0*0`) to a literal (such
    // as `0`), we get an error: parameter `T` is never used.
    //
    // For anyone using this as a workaround (instead of `PhantomData`): Even if you have `0*0` as
    // the array size here (and hence it takes no space), such an empty array field can affect
    // alignment its owner struct.
    _links: [Option<Box<Node<T>>>; 0*0],
}
```

However, the same code (without comments), and with the only change being in the array size changed **from a (const) expression `0*0` to a literal `0`**, then **fails to compile**:
```rust
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]

pub struct Node<T> {
    _links: [Option<Box<Node<T>>>; 0], // <-- array size changed from 0*0 to 0
}
```

The problem reported here is **not** whether this should compile or not. Rather, it's the inconsistency depending on the array size's being an expression vs. literal.

But while you're at it, please also shed some light on the the intended behavior, or planned behavior.

Side note: Putting the array size within braces makes it compile, too:
```rust
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]

pub struct Node<T> {
    #[allow(unused_braces)]
    _links: [Option<Box<Node<T>>>; {0}],
}
```

Motivation: This took hours to pinpoint/minimize (while I was hoping to minimize another issue, so that I can progress with co-allocation in library/alloc). So I hope this will save people's time.

Update: The above minimization is not fully narrowed down - beyond my current bandwidth. Under some circumstances, recursive types with a generic parameter that is used solely for recursion (that is, not in any `PhantomData`-based field)  **do** compile even **without** `generic_const_exprs`. See `LeafNode` and `InternalNode` in BTreeMap's internals: it compiles, even though `library/alloc/src/lib.rs` does **not** use `generic_const_exprs`. (`NodeRef` itself **does** use `PhantomData`, but the (indirectly) recursive types `LeafNode` and `InternalNode` themselves do not.)
However, that doesn't affect the inconsistency reported in this ticket.
Repository: stable-diffusion-webui
Issue: [Bug]: Numbers, arrows, and slider bars
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

This seems like something that other people may describe differently, so if I missed someone else talking about it, I apologize for missing it, but I have given some effort to searching for it.

I use Automatic1111 on a box on my LAN. This allows me to use other computers and tablets in the house to create things when I feel the urge. Unfortunately, not all of these devices have fine mouse controls for scroller bars. Especially on a tablet, changing the resolution to 576x576 before the autofill wipes it out can only be achieved by top-tier e-sports players with 200+ APM. Is there a way to turn that autofill back to OFF?

I know, I know, I know - it is input validation because you can never really trust users. I get it. But ... I am absolutely hating it. A LOT.



### Steps to reproduce the problem

To reproduce this error, pull up the A1111 UI on any tablet or phone and try setting the resolution to something specific. (You may need to use the --listen switch.) 576x576 is my usual, but just pick a number and try to hit it with your fingers. You will understand super quickly.

### What should have happened?

I should be able to enter the number 576 without having StarCraft II flashbacks.

### Commit where the problem happens

Latest version

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

Windows, Linux, Android

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

Mozilla Firefox, Google Chrome

### Command Line Arguments

```Shell
n/a
```


### List of extensions

n/a

### Console logs

```Shell
n/a
```


### Additional information

_No response_
Repository: godot
Issue: Switching workspace while renaming node messes up rename windows (Cinnamon) (DisplayServer regression)
Labels: bug,topic:editor,topic:porting,regression

### Godot version

4.0-stable (92bee43)

### System information

Linux Mint 20.3 Cinnamon, Ryzen 7 5800x x86_64, NVIDIA RTX 3070 (525 driver)

### Issue description

If I am renaming a node and switch workspaces while the name text box is active, when I switch back it becomes impossible to bring up the rename text box again. I can still rename nodes, but the changes will now only appear once I click off the node.

![Screenshot from 2023-03-04 00-52-42](https://user-images.githubusercontent.com/76524897/222878658-32adb1be-fb74-449e-8f7a-628356f9df4a.png)


### Steps to reproduce

1. Start renaming a node, but stay in the name dialog box
2. Switch to a different workspace
3. Return to the workspace godot is in, try to rename something again.

This seems to occur most of the time, though occasionally it won't. Haven't been able to find a pattern on that.

### Minimal reproduction project

N/A
Repository: flutter
Issue: [animation] using animations package with go_router package instead of Navigator.push() method
Labels: customer: crowd,package,p: animations,has reproducible steps,P2,p: go_router,found in release: 3.7,found in release: 3.9,team-go_router,triaged-go_router

The [animations](https://pub.dev/packages/animations) package uses flutter default `Navigator` and when we use `OpenContainer` , it uses `navigator.push()‍‍` method ([refrence](https://github.com/flutter/packages/blob/main/packages/animations/lib/src/open_container.dart#L283)), so if you use default Navigator in flutter everything is ok. but if your app uses [go_router](https://pub.dev/packages/go_router) package (MaterialApp.router()), the url won't changed when user opening screen with **OpenContainer**! even if i set `routeSettings` in OpenContainer.

I tried some tricks but not success. currently i have three options: 
1. use animations package with [named routes](https://docs.flutter.dev/cookbook/navigation/named-routes) with default flutter Navigator and leave the go_router package aside.
2. use go_router but leave the animation package aside.
3. maybe there are some solutions if i customize routeInformationParser & routerDelegate when i am using go_router but this solution is not easy & so far I have not succeeded.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Variable Noise Settings for Masked Regions
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 am trying to upscale inpainted images with [Ultimate Upscale](https://github.com/Coyote-A/ultimate-upscale-for-automatic1111). As per instructions, this is done with their script in img2img mode.

I find setting noise to 0.2-0.3 works great for "touching up" blemishes or weird artifacts, especially along the edges of previously inpainted areas.

However, that will also change the faces, if any, into other people.

If I set noise lower, e.g. to 0.1, the facial identity stays intact, but so do the other blemishes/artifacts.

Ideally, the webui would allow for either automatic face detection and/or manual masking of zones, where different settings could be applied. So in this case, setting noise to 0.1 for the faces, and 0.2-0.3 to the rest of the image.

### Proposed workflow

1. Go to img2img
2. There is a masking option, maybe multiple masks in different colours.
3. Each zone could have different settings, perhaps under tabs.
4. The user can set different settings like before. 
5. Maybe a universal tab for mask  'blending'-related settings.

### Additional information

_No response_