sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Program Crashes After Using @tool
Labels: topic:gdscript,topic:editor,needs work,needs testing

### Tested versions

v4.3.stable.official [77dcf97d8]


### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Laptop GPU (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 7945HX with Radeon Graphics (32 Threads)

### Issue description


![image](https://github.com/user-attachments/assets/a4198df4-479a-4a8f-920e-d9db3d51362f)

```gdscript
@tool
class_name CharacterModel
extends Node2D
## 角色模型类
## 实现模型相关功能，包括动画播放等


const DEFAULT_TEXTURE = preload("res://assets/textures/characters/Main.png")

@onready var animation_loop: AnimationPlayer = $AnimationLoop
@onready var animation_region: AnimationPlayer = $AnimationRegion
@onready var hand_spot: Marker2D = $HandSpot


## 模型状态枚举
enum State{
	## 默认状态
	IDLE,
	## 移动状态
	RUNING,
}

## 模型方向枚举
enum Direction{
	UP,
	RIGHT,
	DOWN,
	LEFT,
}

## 当前模型的朝向
@export var direction :Direction = Direction.DOWN:
	set(v):
		direction=v
		update_animation()

## 当前模型的状态
@export var state :State = State.IDLE:
	set(v):
		state=v
		update_animation()

## 当前模型所使用的图像
@export var texture :Texture = DEFAULT_TEXTURE

## 当前模型是否抬手
@export var is_holding :bool = false:
	set(v):
		is_holding=v
		update_animation()

# 获取文字的方向
var dir_text:
	get:
		var map=['up','right','down','left']
		return map[direction]

func _ready() -> void:
	update_animation()

# 更新模型动画
func update_animation():
	if not is_node_ready():
			await ready
	animation_loop.play('default')

	if state == State.IDLE:
		animation_region.play('idle_'+dir_text)
		if is_holding:
			animation_region.play('holding_'+dir_text)
			animation_loop.stop()

	if state == State.RUNING:
		animation_region.play('move_'+dir_text)
		if is_holding:
			animation_region.play('holding_'+dir_text)

## 获取当前模型手的位置，注意，仅当is_holding为true时，握持物品才显得正常
func get_hand_spot()->Vector2:
	return hand_spot.global_position

```



### Steps to reproduce
![image](https://github.com/user-attachments/assets/aa5afd44-5b07-4600-b0fa-4aa1af3f507f)


1、在其他场景中实例化了此场景。
2、当我关闭当前场景，或者点击选项卡切换到其他场景时，并未发生场景切换，而程序直接就崩溃了，也没有报错提示。

Here’s the translation:

1. **This scene was instantiated in other scenarios.**
2. **When I close the current scene or click the tab to switch to another scene, the scene doesn’t switch; instead, the program crashes directly without any error message.**

### Minimal reproduction project (MRP)

N/A
Repository: tensorflow
Issue: Thread ID in TensorBoard Profiler Trace Viewer Could Be Negative
Labels: type:bug,awaiting PR merge,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf2.17

### Custom code

No

### OS platform and distribution

Linux Mint 21.2

### Mobile device

_No response_

### Python version

3.11

### Bazel version

6.5.0

### GCC/compiler version

clang 14.0.0

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

While using TensorFlow's profiler, I found that some thread IDs displayed in the Trace Viewer are negative. As shown in the image below, thread names such as `tf_Compute/-1030865605`, `tf_data_private_threadpool/-102013...`, etc., have negative thread IDs.

![image](https://github.com/user-attachments/assets/71d32241-d617-4e52-bcbf-d3140ebef440)

My log file is also attached.

[20241030-161104.zip](https://github.com/user-attachments/files/17587809/20241030-161104.zip)

### Standalone code to reproduce the issue

```shell
(Just the profiler demo code) https://www.tensorflow.org/tensorboard/tensorboard_profiling_keras
```


### Relevant log output

_No response_
Repository: rust
Issue: Generic causes other trait implementations of concrete type to be ignored.
Labels: A-trait-system,T-compiler,C-bug,T-types,WG-trait-system-refactor,E-needs-investigation

I tried this code:

```rust
use rust_decimal::{
    // The important thing about this type is that you can do Decimal::from(1).
    Decimal,
};

fn this_is_not_generic() {
    Decimal::from(1); // This is accepted.
}

fn this_is_indeed_generic<Inp>(inp: Inp)
where
    // All I am saying here is that you can convert from Inp to Decimal.
    // I am NOT saying that ONLY Inp can be converted to Decimal.
    Decimal: From<Inp> 
{
    Decimal::from(1); // This is rejected. WTF?
}
```

I expected to see this happen: My code is accepted.

Instead, this happened: My code is rejected. More precisely,

```
error[E0308]: mismatched types
  --> src/lib.rs:16:19
   |
10 | fn this_is_indeed_generic<Inp>(inp: Inp)
   |                           --- expected this type parameter
...
16 |     Decimal::from(1); // This is rejected. WTF?
   |     ------------- ^ expected type parameter `Inp`, found integer
   |     |
   |     arguments to this function are incorrect
   |
   = note: expected type parameter `Inp`
                        found type `{integer}`
note: associated function defined here
  --> /rustc/051478957371ee0084a7c0913941d2a8c4757bb9/library/core/src/convert/mod.rs:585:8

For more information about this error, try `rustc --explain E0308`.
error: could not compile `repro` (lib) due to 1 previous error
```

### Meta

```
$ rustc --version --verbose
rustc 1.80.0 (051478957 2024-07-21)
binary: rustc
commit-hash: 051478957371ee0084a7c0913941d2a8c4757bb9
commit-date: 2024-07-21
host: aarch64-apple-darwin
release: 1.80.0
LLVM version: 18.1.7
```

Behavior on `+nightly`:

```
error[E0308]: mismatched types
  --> src/lib.rs:16:19
   |
10 | fn this_is_indeed_generic<Inp>(inp: Inp)
   |                           --- expected this type parameter
...
16 |     Decimal::from(1); // This is rejected. WTF?
   |     ------------- ^ expected type parameter `Inp`, found integer
   |     |
   |     arguments to this function are incorrect
   |
   = note: expected type parameter `Inp`
                        found type `{integer}`
note: associated function defined here
  --> /rustc/52fd9983996d9fcfb719749838336be66dee68f9/library/core/src/convert/mod.rs:585:8

For more information about this error, try `rustc --explain E0308`.
error: could not compile `repro` (lib) due to 1 previous error
```
Repository: material-ui
Issue: [Tooltip] Tooltip persists when its child becomes disabled
Labels: bug 🐛,component: tooltip,package: material-ui,ready to take

### Steps to reproduce

Link to live example: (https://codesandbox.io/p/sandbox/sleepy-keller-ydzw79

Steps:
1. Use Tab navigation to focus the Icon Buttons (that have the Tooltip).
2. Hit the Enter key, to disable the Icon Button.
3. Use Tab (or Shift + Tab) to navigate again, and you will notice how the Tooltip persists under the disbaled Icon Button, even though it should not.


### Current behavior

The Tooltip remains open when the Icon Button becomes disabled.

### Expected behavior

The Tooltip closes when the Icon Button becomes disabled.

### Context

In a Top App Bar.

### Your environment


```
System:
    OS: Windows 10 10.0.19045
  Binaries:
    Node: 20.18.0 - C:\Program Files\nodejs\node.EXE
    npm: 10.8.2 - C:\Program Files\nodejs\npm.CMD   
    pnpm: Not Found
  Browsers:
    Chrome: 130.0.6723.70
    Edge: Chromium (127.0.2651.74)
  npmPackages:
    @emotion/react: ^11.13.0 => 11.13.0
    @emotion/styled: ^11.13.0 => 11.13.0
    @mui/core-downloads-tracker:  6.1.6
    @mui/icons-material: ^6.1.6 => 6.1.6
    @mui/material: ^6.1.6 => 6.1.6
    @mui/private-theming:  6.1.6
    @mui/styled-engine:  6.1.6
    @mui/system:  6.1.6
    @mui/types:  7.2.19
    @mui/utils:  6.1.6
    @types/react: ^18.3.3 => 18.3.3
    react: ^18.3.1 => 18.3.1
    react-dom: ^18.3.1 => 18.3.1
    typescript: ^5.5.3 => 5.5.3
```
</details>


**Search keywords**: icon button tooltip tab selection focused focus disabled
Repository: ant-design
Issue: Card type tab background is incompatible inside of a modal in dark mode
Labels: Inactive,improvement

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-jvmudi?file=demo.tsx)

### Steps to reproduce

Render card type tabs in a modal with dark theme

### What is expected?

Tab background color blends well with modal background regardless of theme

### What is actually happening?

The tab background color is different than modal background. I think this is caused by the tabs using `colorBgContainer` token as the the background and it's set to `#141414` in dark mode, while the modal background uses `contentBg` and it's set to `#1f1f1f`

| Environment | Info |
| --- | --- |
| antd | 5.21.6 |
| React | ^18 |
| System | Windows 11 |
| Browser | Chrome 129 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: [ROCm] [Upstream Triton] Use HIPAttrsDescriptor on ROCm to support emitting buffer operations
Labels: module: rocm,triaged

These PRs resolved https://github.com/pytorch/pytorch/issues/139179
- https://github.com/pytorch/pytorch/pull/139193 and https://github.com/triton-lang/triton/pull/4888

We need a follow up PR to add support for HIPAttrsDescriptor parameterisation for AttrsDescriptorWrapper to support emitting buffer operations on triton with AMD backend.

### Versions

Triton TOT.

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @hongxiayang @naromero77amd
Repository: three.js
Issue: Need a Raw Shader solution for WebGPURenderer
Labels: Suggestion

### Description

I need access to certain aspects of 3js like TransformFeedback/Compute with WebGL, To do so I need to run things with WebGPURenderer with forceWebGL set to true. The hitch is that RawShaderMaterial or something like it is no longer supported. This is a requirement because I have almost a decade worth of raw shaders plus, I need a simple way to keep shader code free & portable. TSL isn't a solution when there is a need to work in various webGL/openGL environments, be it shadertoys, pixiJS, babylonjs, godot, etc. I've even grabbed raw glsl code out of the blender project to use in 3js projects.

So far, the furthest I've managed to get TSL to work with raw shaders doesn't really work. Even using uniforms seems broken as even though I gave it a name, it changed its name plus threw it in a UBO of an unknown name instead of a simple uniform. I understand the idea to match how webgpu works, but there should be more control over uniforms in general that is predictable & known without having to output the GLSL code to see what really was created.

I dont know what the final solution should be, just bring back raw shaders for both GLSL & WGSL or provide some nodes that allows just a big text dump containing code, uniforms, attributes, varying. Also be nice to still have easy access to some of the main matrices like model, view & perspective plus cameraPosition was always nice to have around. I do want to use UBOs more but I want it to be optional if possible to better match WebGL / OpenGL shader standards.

As a side note, I even tried to extend nodeMaterial to see if I can hijack the builder to swop out the vertex/fragment shader before they're compiled into a program but that wasn't successful either.

@sunag 

```
const uColor = THREE.uniform( new THREE.Color( 0x00ff00 ) );
uColor.name  = 'uColor';

const fCode  = THREE.code( `
    vec4 test2(){
        return vec4( 0.0, 1.0, 0.0, 1.0 ); // vec4( uColor, 1.0 );
    }
`);

const fMain = THREE.glslFn(`
    vec4 vertMain(){
        return vec4( 1.0, 0.0, 0.0, 1.0 ); // test2();
    }
`, [ fCode, uColor ] );

const mat = new THREE.NodeMaterial();
mat.fragmentNode = fMain();

const geo   = new THREE.PlaneGeometry( 1, 1 );
const mesh  = new THREE.Mesh( geo, mat );
App.debugMaterial( mesh ).then( sh=>console.log( sh.fragmentShader ) );
```

Outputs
```
layout( std140 ) uniform fragment_object {
	vec3 f_uColor;
};

        vec4 test2(){
            return vec4( 0.0, 1.0, 0.0, 1.0 ); // vec4( uColor, 1.0 );
        }
    
vec4 vertMain (  ){
            return vec4( 1.0, 0.0, 0.0, 1.0 ); // test2();
        }
layout( location = 0 ) out vec4 fragColor;

void main() {
	fragColor = vertMain(  );
}
```

### Solution

xxx

### Alternatives

xxx

### Additional context

_No response_
Repository: ollama
Issue: Support for BGE-Multilingual-Gemma2
Labels: model request

I would be very grateful for the support of the BGE-Multilingual-Gemma2, an LLM-based multilingual embedding model.

https://huggingface.co/BAAI/bge-multilingual-gemma2
Repository: kubernetes
Issue: add regression tests for known existing kube-proxy configs
Labels: sig/network,triage/accepted

Re the v1alpha2 configuration work, we should add a unit test with a bunch of known kube-proxy invocations taken from our various e2e tests (both config files and command-line options) and what the expected resulting `KubeProxyConfiguration` is, to help us avoid problems with further refactorings.

/assign @aroradaman 
/cc @aojea 
/sig network
/triage accepted
Repository: next.js
Issue: Not working eslintrc.json in Nextjs 15
Labels: create-next-app,bug,Linting

### Link to the code that reproduces this issue

https://github.com/YouJun-IWON/My_Nextjs15

### To Reproduce

1. set .eslintrc.json  2. check page.tsx 3. I don't see error messages for unused variables. 

### Current vs. Expected behavior

I expected to see error messages for unused variables. But I can't see any error.

If I install eslint@8.57.0 I can show error in page.tsx code.

![image](https://github.com/user-attachments/assets/1aae3d7d-b3c5-4ac1-a0bc-850fb7fc562b)


### Provide environment information

```bash
{
  "name": "prettier-eslint-husky-setting",
  "version": "0.1.0",
  "private": true,
  "scripts": {
    "dev": "next dev --turbopack",
    "build": "next build",
    "start": "next start",
    "lint": "next lint"
  },
  "dependencies": {
    "next": "15.0.2",
    "react": "19.0.0-rc-02c0e824-20241028",
    "react-dom": "19.0.0-rc-02c0e824-20241028"
  },
  "devDependencies": {
    "@ianvs/prettier-plugin-sort-imports": "^4.3.1",
    "@types/node": "^20",
    "@types/react": "^18",
    "@types/react-dom": "^18",
    "@typescript-eslint/parser": "^8.12.2",
    "eslint": "^9.13.0",
    "eslint-config-next": "^15.0.2",
    "eslint-config-prettier": "^9.1.0",
    "eslint-plugin-tailwindcss": "^3.17.5",
    "eslint-plugin-unused-imports": "^4.1.4",
    "postcss": "^8",
    "prettier": "^3.3.3",
    "prettier-plugin-tailwindcss": "^0.6.8",
    "tailwindcss": "^3.4.1",
    "typescript": "^5"
  }
}
```


### Which area(s) are affected? (Select all that apply)

create-next-app, Linting

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: node
Issue: Long Major GC events while using external buffers (Video Image Data)
Labels: node-api

### Version

v23.1.0

### Platform

```text
23.1.0 Darwin Kernel Version 23.1.0
```


### Subsystem

_No response_

### What steps will reproduce the bug?

I am sharing data from a native node C++ plugin using node-addon-api: return Napi::ArrayBuffer::New(env, frame_->data[i], width*height); 

I checked that the memory being accessed from JS was the same as the one from C++ (And can confirm it works as expected). 

However, whenever I access this data I get some Major GC events taking more than 100+ms in total.
![image](https://github.com/user-attachments/assets/138cb7ee-4218-4f7d-accd-2ae993d1311e)

The memory is freed by the C++ process and there is not any crash or weird behavior apart from this.

The ArrayBuffer is exposed using node-addon-api: InstanceAccessor("data", &Frame::data, nullptr), . 

Writing frame.data in javascript causes this events.

node-addon-api uses napi_create_external_buffer when creating a Napi::ArrayBuffer

### How often does it reproduce? Is there a required condition?

This occurs multiple times every 1-2s. Depends on the size of the data and how often is sent from C++ to JS.

### What is the expected behavior? Why is that the expected behavior?

As the memory collection is not handled by the Major GC it should not expend time trying to free this objects.

### What do you see instead?

Major GC trying to collect external buffers and spending more time depending how big this external buffers are.

### Additional information

_No response_
Repository: excalidraw
Issue: Option to not automatically turn on pen mode when selecting the pen pointerType
Labels: UX/UI,tablet

I'm glad that pen mode is an option, but I typically want it off, even when drawing with the pen, as it removes the ability to select by clicking and dragging with the mouse. Pen mode seems to automatically be turned on when I select the pen for the first time in a new drawing, despite having "Pen mode" set to never in the appearance and behaviour section of the settings. It would be nice to have an option to stop excalidraw ever turning on pen mode by itself, I only want pen mode to be activated when I turn it on myself manually.
Repository: storybook
Issue: [Bug]: Tags filter UI is filtering "recently opened" results
Labels: bug,ui: search,tags,sev:S3

### Describe the bug

When search is focused but there is no query, we show "recently opened" stories in the sidebar.

The recently open story IDs are stored in localStorage, meaning that they can correspond to any Storybook running on the port. So to avoid problems, we filter those story IDs down to stories that actually exist in the currently open Storybook.

For some reason, the list of stories that we filter by, is in turn filtered down by the selected tags. So if you have `play-fn` selected but have not recently viewed any `play-fn` stories, the list will be empty and the sidebar will be blank. Unfortunately, this state is pretty easy to hit.

This seems like a bug because we should be checking against ALL stories in the current Storybook and not the list filtered by `play-fn`. If we make this change, it means that it's possible to navigate to a recently viewed story that is NOT showed in the sidebar.

As a related fix, we could also make it so that the currently selected story is ALWAYS shown in the sidebar even if it doesn't match the current set of filters. It could disappear from the sidebar as soon as the user navigates away from the story.


### Reproduction link

N/A

### Reproduction steps

_No response_

### System

any

### Additional context

_No response_
Repository: react-native
Issue: experimental_backgroundImage works incorrect
Labels: Resolution: PR Submitted,Component: Image,0.76

### Description

Hi!

I'm testing an experimental way to set a linear-gradient and found some issues. As I've got it, it has the similar syntax as css has and so I can guess that it should work the same.

- [ ] the gradient angle is not the same as in the web
- [ ] the gradient angle depends on element sizes
- [ ] repeating-linear-gradient doesn't work at all


Expected behaviours is:
1) The angle shouldn't have been changed on blocks with different sizes.
2) The result should be the same as on the web. 


### Steps to reproduce

1.  install the app
2. create two `Views` with different sizes and set up them the same linear-gradient
3. create the same blocks in the web and compare the result

`experimental_backgroundImage: "linear-gradient(45deg, black 9%, red 20%, blue 30%, green 50%, black 90%, transparent)"`

### React Native Version

0.76.1

### Affected Platforms

Runtime - Android, Runtime - iOS

### Output of `npx react-native info`

```text
System:
 OS: macOS 15.1
 CPU: (8) arm64 Apple M1
 Memory: 144.70 MB / 8.00 GB
 Shell:
  version: "5.9"
  path: /bin/zsh
Binaries:
 Node:
  version: 20.11.1
  path: ~/.nvm/versions/node/v20.11.1/bin/node
 Yarn:
  version: 1.22.19
  path: /opt/homebrew/bin/yarn
 npm:
  version: 10.2.4
  path: ~/.nvm/versions/node/v20.11.1/bin/npm
 Watchman: Not Found
Managers:
 CocoaPods:
  version: 1.16.1
  path: /Users/pavelauseitsau/.rbenv/shims/pod
SDKs:
 iOS SDK:
  Platforms:
   - DriverKit 24.1
   - iOS 18.1
   - macOS 15.1
   - tvOS 18.1
   - visionOS 2.1
   - watchOS 11.1
 Android SDK: Not Found
IDEs:
 Android Studio: 2024.1 AI-241.19072.14.2412.12360217
 Xcode:
  version: 16.1/16B40
  path: /usr/bin/xcodebuild
Languages:
 Java:
  version: 21.0.5
  path: /usr/bin/javac
 Ruby:
  version: 3.1.2
  path: /Users/pavelauseitsau/.rbenv/shims/ruby
npmPackages:
 "@react-native-community/cli":
  installed: 15.0.0
  wanted: 15.0.0
 react:
  installed: 18.3.1
  wanted: 18.3.1
 react-native:
  installed: 0.76.1
  wanted: 0.76.1
 react-native-macos: Not Found
npmGlobalPackages:
 "*react-native*": Not Found
Android:
 hermesEnabled: true
 newArchEnabled: true
iOS:
 hermesEnabled: true
 newArchEnabled: true
```


### Stacktrace or Logs

```text
App hasn't been crashing.
```


### Reproducer

-

### Screenshots and Videos

![Снимок экрана 2024-10-31 в 14 53 15](https://github.com/user-attachments/assets/9b466c11-0294-4f7c-b178-f897076f16cc)
![Снимок экрана 2024-10-31 в 14 55 27](https://github.com/user-attachments/assets/5257a7a2-1018-4f19-9c95-0bda0118577d)
Repository: tauri
Issue: [bug] powershell completion for pnpm will overwrite each other
Labels: type: bug,status: needs triage

### Describe the bug

When using pnpm and tauri completions separately, they will overwrite each other (depending on which completion is imported last)

**import tauri after pnpm**

![image](https://github.com/user-attachments/assets/f0ab6779-dcb0-48d1-a758-f3b0a58b6eb4)

![image](https://github.com/user-attachments/assets/1c0f6e37-43c2-4f78-8c2d-0a118c7b78c4)

**import pnpm after tauri**

![image](https://github.com/user-attachments/assets/1025f1a1-66eb-4336-915e-36207520e443)

![image](https://github.com/user-attachments/assets/575be8e9-26cf-49a5-96b6-54433f1158a6)

> 👆 without tauri completion


### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.26120 x86_64 (X64)
    ✔ WebView2: 130.0.2849.56
    ✔ MSVC: Visual Studio Build Tools 2022
    ✔ rustc: 1.81.0 (eeb90cda1 2024-09-04)
    ✔ cargo: 1.81.0 (2dbb1af80 2024-08-20)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (default)
    - node: 22.9.0
    - pnpm: 9.12.3
    - yarn: 1.22.22
    - npm: 10.8.3

[-] Packages
    - tauri 🦀: 2.0.6
    - tauri-build 🦀: 2.0.2
    - wry 🦀: 0.46.3
    - tao 🦀: 0.30.5
    - @tauri-apps/api : 2.0.3
    - @tauri-apps/cli : 2.0.5

[-] Plugins
    - tauri-plugin-shell 🦀: 2.0.2
    - @tauri-apps/plugin-shell : 2.0.1

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: tauri
Issue: [feat] support for rendering videos encoded with h265 in macos
Labels: type: feature request,platform: macOS

### Describe the problem

https://github.com/mediar-ai/screenpipe/pull/580#issuecomment-2447779203

videos encoded with h265 does not work in tauri `<video>` component (nextjs)

code:
https://github.com/mediar-ai/screenpipe/blob/cb929de6d7df582a0ed228dc359cd873451ea97a/screenpipe-app-tauri/components/video.tsx#L111



### Describe the solution you'd like

it works

or tell me workaround to allow me to install the necessary dependencies for it (assuming some video libs)

### Alternatives considered

asking more questions to chatgpt

### Additional context

_No response_
Repository: PowerToys
Issue: PowerToys Run plugin VS Code Workspaces stays empty
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

type { to show list

### ✔️ Expected Behavior

list of opened workspaces in VS Code

### ❌ Actual Behavior

Stays empty

### Other Software

_No response_