sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Git - Remote WSL2 git.path does not respect Windows Git.exe
Labels: bug,git

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- VS Code Version: 1.73.0-insider
- OS Version: Windows 11

Hi,

I'm in a scenario where I sometimes develop on Windows and sometimes in WSL2. I use a Yubikey to sign commits and my Windows environment has no issues. In order for me to sign commits from WSL2 on the command line, I need to use `git.exe` which points to my Windows installation instead of the WSL2 `git` since Yubikey usage from WSL2 is unnecessary complicated. But this works as expected.

In VS Code, I can set the WSL path to `/mnt/c/Program Files/Git/bin/git.exe` but doing so causes VS Code to not recognize that my working folder has `.git` in it. 

```
[2022-10-13T18:47:32.142Z] Log level: Info
[2022-10-13T18:47:32.150Z] [info] Validating found git in: /mnt/c/Program Files/Git/bin/git.exe
[2022-10-13T18:47:32.315Z] [info] Using git 2.38.0.windows.1 from /mnt/c/Program Files/Git/bin/git.exe
[2022-10-13T18:47:32.643Z] > git rev-parse --show-toplevel [289ms]
[2022-10-13T18:47:32.886Z] > git rev-parse --show-toplevel [218ms]
[2022-10-13T18:47:32.886Z] fatal: not a git repository (or any of the parent directories): .git
```

## Expectations
I would expect VS Code to successfully use `git.exe`. I am not sure if there is path confusion here. The logs appear to be calling `git` (which should work anyway even if it was still aiming at the wrong git) but it's unsuccessful.

## Workaround
I can still use `git.exe` from the terminal but integration with Git-related extensions is lost since the folder isn't recognized.

Steps to Reproduce:
1. Change WSL path to `/mnt/c/Program Files/Git/bin/git.exe`
2. Try to use Git extensions from VS Code
Repository: stable-diffusion-webui
Issue: Consider using git submodules for the repositories subdirectories
Labels: enhancement

Instead of manually cloning each repo, we could rely on built in git support for submodules to fetch the repositories directories. 

Doing so would also allow their mass fetch and update with just one call per run - one to fetch, one to update.
Repository: vscode
Issue: Add individual folder select on compressed folders for search tree
Labels: search,polish

Add something like this that we have in explorer:
[![Image from Gyazo](https://i.gyazo.com/40d274a53d01a78fcfeb1f4c482c198a.gif)](https://gyazo.com/40d274a53d01a78fcfeb1f4c482c198a)

This expands the folders that you can perform folder-based actions on like #162628 and #161864
Repository: godot
Issue: Label's set_autowrap_mode() not working, but changing from inspector does
Labels: bug,topic:editor

### Godot version

4.0beta2

### System information

Windows 10

### Issue description

I have a list of labels dynamically created, and their texte went off-screen. So I added this snipper before adding the child to the tree:
`new_label.set_autowrap_mod(TextServer.AUTOWRAP_ARBITRARY)`

However, when running the game and checking the remote tree, the autowrap is set to off.
When adding a label from the GUI into the scene, at the same place, the autowrap indeed work.
I have also tried this, but as expected it doesn't work : 
`new_label.autowrap_mode =TextServer.AUTOWRAP_ARBITRARY)`

Other autowrap_mode also don't work.

### Steps to reproduce

Copy the following snipper :

```
var new_label = Label.new()
new_label.text = "my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label my extra long label"
new_label.set_autowrap_mode(TextServer.AUTOWRAP_ARBITRARY)
add_child(new_label)
```

### Minimal reproduction project

_No response_
Repository: vscode
Issue: "Collapse other results" button in search view context menu
Labels: help wanted,feature-request,search

People might want to focus on one group of results and use #161864, but not want to have the directory added to `files to include`. Perhaps an option to collapse all results except the selected folder/file would be nice for this.
Repository: vscode
Issue: Custom URLs for non-theme extensions
Labels: feature-request,vscode.dev

https://github.com/microsoft/vscode/issues/139839

@joaomoreno I stayed tuned but haven't received a transmission yet!

This still on the roadmap or parked for now?
Repository: flutter
Issue: [Impeller] Modify display_list_canvas_unittests to run on GPU and Impeller
Labels: engine,P2,e: impeller,team-engine,triaged-engine

The DisplayList mechanism has a number of rendering tests that test the assumptions about various rendering behaviors and run automatically during CI under the display_list_rendertests executable.

Currently these tests all run on the Skia software renderer. As a result, a number of the tests have to be disabled because the software renderer has known bugs in certain situations. These tests should ideally run with the Skia GPU renderer which is the renderer under which we want our assumptions vetted.

(A side benefit of using a hardware renderer would be performance - it currently takes over 2 minutes to run all of these tests on a debug unopt build which makes them painstaking for use as a debugging tool.)

Additionally, we should start running these tests using the Impeller back end to check rendering consistency between Skia and Impeller.
Repository: vscode
Issue: GitHub - repo quick pick is sorts jumpy and unexpected
Labels: bug,git

Type: <b>Bug</b>

Trying to open the vscode-pull-request-github repo, it seems like it mixes local search with delayed online results that lead to results jumping around async and being sorted rather unexpected.

Video of typing `vscode-*pull*` where *vscode-pull*-request-github is sorted on top first, but is after some delay replaced by some fork.

https://user-images.githubusercontent.com/8599/195728952-ef964400-1350-49a2-a0ef-8fdc3f78486d.mov

VS Code version: Code - Insiders 1.73.0-insider (a8108049ab61b970f2ec1839dfb753054e07395e, 2022-10-13T05:19:29.769Z)
OS version: Darwin x64 21.6.0
Modes:
Sandboxed: No


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Repository: terminal
Issue: Hide/obfuscate sensitive data like passwords copied from clipboard 
Labels: Issue-Feature,Area-Extensibility,Product-Terminal

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# Description of the new feature/enhancement

<!-- 
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).
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When we use a password manager we always use the clipboard to paste passwords in the terminal when doing ssh (password authentication) or running commands as a Privileged User but if we paste the password multiple times the password would be visible

# Proposed technical implementation details (optional)

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Create a feature to enable users to input a regex pattern so that when text is copied from the clipboard the Windows Terminal replaces that sensitive information with non-word characters (*/#, or even not show anything at all) after paste.

A different way would be an integration with password managers to input data without using the clipboard.
Repository: godot
Issue: Unable to launch the .app cross exported from Windows to Mac
Labels: needs testing,topic:export

### Godot version

4.0dev

### System information

macOS Monterey 12.6, M1 Pro Chip

### Issue description

Unable to launch the .app cross-exported from Windows. Used the arm64 template, exported it as a .zip. When I attempt to launch it from the application, it gives me:
```Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension). ```.

However, when I attempt to run the shell script, I get 
```
ERROR: The MD5 sum of the decrypted file does not match the expected value. It could be that the file is corrupt, or that the provided decryption key is invalid.
   at: open_and_parse (core/io/file_access_encrypted.cpp:94)
ERROR: Can't open encrypted pack directory.
   at: try_open_pack (core/io/file_access_pack.cpp:230)
ERROR: The MD5 sum of the decrypted file does not match the expected value. It could be that the file is corrupt, or that the provided decryption key is invalid.
   at: open_and_parse (core/io/file_access_encrypted.cpp:94)
ERROR: Can't open encrypted pack directory.
   at: try_open_pack (core/io/file_access_pack.cpp:230)
ERROR: The MD5 sum of the decrypted file does not match the expected value. It could be that the file is corrupt, or that the provided decryption key is invalid.
   at: open_and_parse (core/io/file_access_encrypted.cpp:94)
ERROR: Can't open encrypted pack directory.
   at: try_open_pack (core/io/file_access_pack.cpp:230)
ERROR: The MD5 sum of the decrypted file does not match the expected value. It could be that the file is corrupt, or that the provided decryption key is invalid.
   at: open_and_parse (core/io/file_access_encrypted.cpp:94)
ERROR: Can't open encrypted pack directory.
   at: try_open_pack (core/io/file_access_pack.cpp:230)
Error: Can't run project: no main scene defined in the project.
```
I tried manipulating the location of the .pck in the application directory, but it did not produce any meaningful results.



### Steps to reproduce

1. Export from Windows to macOS as a .zip using the arm64 template.
2. Attempt to launch it on a macOS machine
3. Provide it with necessary permissions
4. Observe

### Minimal reproduction project

_No response_
Repository: rust
Issue: E0603 trims comment off caller line
Labels: A-diagnostics,T-compiler,C-bug

Compiling one of the module examples from the book, I got the expected "private function" error... but what I didn't expect is that when displaying the caller, the error message shows only the call itself. 

I had put comments on the relevant lines:
`    mod inside {		// private`
and
`    outermost::inside::secret_function(); // should err`
and the error output was
```
error[E0603]: module `inside` is private
  --> src\lib.rs:21:16
   |
21 |     outermost::inside::secret_function();
   |                ^^^^^^ private module
   |
note: the module `inside` is defined here
  --> src\lib.rs:6:5
   |
6  |     mod inside {        // private
```
I can see why that might be the most natural way to implement the message, depending on exactly how your compiler is written.  Showing the call with comments could also get messy if the call is split across multiple lines. 

But the coder might want to use comments to quickly distinguish which of several similar lines was being complained about. Some of us old timers still work from command-line as well as IDE, and manually navigating by line number is just slightly annoying even when your editor has a jump-to-numbered-line function.

So -- very low priority, and only if it can be done easily -- it'd be nice to have the comment on the call displayed, as well as the comment on the definition.


I presume a similar issue exists in other error messages, and this is likely to be an all-or-none fix.
Repository: PowerToys
Issue: Wrap some characters around selected text
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

This tool would be a text entry modification PowerToy. It would work by making it so that inputting certain characters, such as (, ", ', `, {, [, -, and _ , would behave differently if text was selected, no matter the app used. The selected text would become "wrapped" by that character meaning that the character appears before and after the selected text. It would also put the matching character where applicable, meaning that if text is selected and I press (, that ( appears at the start of the selected text and a ) should appear at the end of the selected text

### Scenario when this would be used?

This is useful in pretty much every scenario from chatting to using it in text editors. There's a reason this feature is used in many text editors, it saves time

### Supporting information

For examples, see many text editors and IDEs that do this. It should ideally work perfectly on any app
Repository: svelte
Issue: class attributes on meta elements in head are useless
Labels: perf,css

### Describe the bug

We have class attributes on meta elements in head.
The class attributes on meta elements are  useless since head in not visible



### Reproduction

You can reproduce the problem using the 'SvelteKit demo app' template => `npm create svelte@latest head-attr-bug`

<img width="566" alt="demo bug svelte class attr head" src="https://user-images.githubusercontent.com/721912/195739380-d0691d2b-af2e-4f54-b4e0-a96efee47939.png">


### Logs

_No response_

### System Info

```shell
System:
    OS: macOS 12.3.1
    CPU: (8) x64 Intel(R) Core(TM) i7-8557U CPU @ 1.70GHz
    Memory: 87.93 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.17.0 - ~/.nvm/versions/node/v16.17.0/bin/node
    npm: 8.15.0 - ~/.nvm/versions/node/v16.17.0/bin/npm
  Browsers:
    Chrome: 106.0.5249.119
    Firefox: 103.0
    Safari: 15.4
  npmPackages:
    svelte: ^3.46.0 => 3.50.0
```


### Severity

annoyance
Repository: godot
Issue: String problem?
Labels: topic:core,needs testing

### Godot version

3.5.1.stable

### System information

Android 10, 64bits

### Issue description

apparently the engine crashes whenever I concatenate strings, both in print() and in a label.... even in variables!

### Steps to reproduce

I don't known, bud i think that the problem is on .so files

### Minimal reproduction project

_No response_
Repository: yt-dlp
Issue: Possible to save *decrypted* segments to disk?
Labels: enhancement,core:downloader

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2022.10.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

I understand the option `--keep-fragments` will save all of the video fragments after download has completed. These appear to be raw downloads, so in the case where the the fragments are encrypted, the individual fragments are unreadable. Is there any way to save the *decrypted* video segments to disk instead?

The use case for this is that I am downloading a video which contains commercials that I would like to remove. I understand I can have yt-dlp download all of the fragments and stitch them into one file, then use ffmpeg to split the full video up, remove the commercials, and then concat the remainder back together. However, rather than concatenate -> split -> concatenate again, I would like to use yt-dlp to just download (and decrypt) the individual fragments, then manually delete the ones I don't want before creating the video in the first place.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: stable-diffusion-webui
Issue: jpg always overexposured but the png is right
Labels: bug-report

**Describe the bug**
the jpg picture seems to be overexposured
it seems only happened in img2img
the jpg always overexposured but the png is right

**To Reproduce**
Steps to reproduce the behavior:
only fill the block and generated

**Expected behavior**
I hope to fix this problem

**Screenshots**
![Snipaste_2022-10-13_18-54-06](https://user-images.githubusercontent.com/84321282/195763097-7e887c1a-b98b-4891-be04-d4704adf2d95.png)
![image](https://user-images.githubusercontent.com/84321282/195763128-0a946e70-ce9f-44f7-8650-159246a5798b.png)
![00502-3313549651-{{masterpiece}}, best quality, illustration, {{1girl}},{{formal}},{{dark}},caustics,_lens flare,bokeh,blue eyes,aqua hair,long h-before-color-correction](https://user-images.githubusercontent.com/84321282/195763144-28be1537-6247-4760-8a32-7da9e8f9eed4.png)
![00503-3313549651-{{masterpiece}}, best quality, illustration, {{1girl}},{{formal}},{{dark}},caustics,_lens flare,bokeh,blue eyes,aqua hair,long h](https://user-images.githubusercontent.com/84321282/195763169-2ed379bf-caf1-4d94-9aaa-1dc6624a08f2.png)


**Desktop (please complete the following information):**
 - OS: windows 10 21H2 19044.1706
 - Browser edge , chrome
 - Commit revision  08b3f7aef15f74f4d2254b1274dd66fcc7940348
Repository: rust
Issue: Misleading diagnostic when implementing `const Trait` method
Labels: A-diagnostics,T-compiler,A-const-eval,requires-nightly,D-confusing,F-const_trait_impl

([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=a3365f81cce126a3852fa1b9ee193a45))

```rust
#![feature(const_trait_impl, const_cmp)]

pub struct MyInstant(pub std::time::Instant);

impl const PartialEq<MyInstant> for std::time::Instant {
    fn eq(&self, rhs: &MyInstant) -> bool {
        self.eq(&rhs.0)
    }
}
```

```text
error[E0308]: mismatched types
 --> src/lib.rs:7:17
  |
7 |         self.eq(&rhs.0)
  |              -- ^^^^^^ expected struct `MyInstant`, found struct `Instant`
  |              |
  |              arguments to this function are incorrect
  |
  = note: expected reference `&MyInstant`
             found reference `&Instant`
note: associated function defined here
```

This error is _technically_ correct, as the only const `eq` method on `std::time::Instant` is the one being written. However, it is quite misleading. `&Instant` _is_ the type that we want to accept as a parameter, with one caveat. `Instant` has to implement `const PartialEq`. It doesn't so the code shouldn't compile, but with a significantly different error message — ideally one pointing to that fact.

I have deliberately chosen `Instant` for this example because it is unlikely to ever implement `const PartialEq`. As such it can be used in tests without much concern.

For reference, the diagnostic is pretty much as expected (although still a bit suboptimal in my opinion) when not writing a trait method with the same name. ([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=f574a4519434f0a5ebc7dc95ac96a393))

```rust
#![feature(const_trait_impl, const_cmp)]

pub struct MyInstant(pub std::time::Instant);

pub const fn check_equality(mine: MyInstant, theirs: std::time::Instant) -> bool {
    theirs.eq(&mine.0)
}
```

```
error[E0277]: can't compare `Instant` with `_` in const contexts
 --> src/lib.rs:6:15
  |
6 |     theirs.eq(&mine.0)
  |            -- ^^^^^^^ no implementation for `Instant == _`
  |            |
  |            required by a bound introduced by this call
  |
  = help: the trait `~const PartialEq<_>` is not implemented for `Instant`
note: the trait `PartialEq<_>` is implemented for `Instant`, but that implementation is not `const`
 --> src/lib.rs:6:15
  |
6 |     theirs.eq(&mine.0)
  |               ^^^^^^^
```

@rustbot label +A-const-fn +A-diagnostics +D-confusing +F-const-trait-impl +T-compiler +requires-nightly
Repository: godot
Issue: Dualshock Controller Double Input
Labels: bug,needs testing,topic:input

### Godot version

3.3.4 (also found on 3.5.1)

### System information

Windows 10

### Issue description

I tried to simulate hold press button of controller to move around a list of button. When I press Down Arrow on keyboard once, the focus button move down once. But when I press DPAD Down of DualShock4 once, it moves twice or thrice more often than once. I tried using XBOX Controller and it worked as intended (like how it is on the keyboard press). I tried using DS4Windows with HIDHide program and it flawlessly with no double/echo input. I also tried using the Steam's DualShock4 Controller Support but alas it didn't work like the DS4Windows + HIDHide combo. Is there a workaround for this behavior on DualShock 4?

### Steps to reproduce

1. Connect DualShock4 controller to computer
2. Run project
3. Press down

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/9783849/Test.zip)
Repository: ant-design
Issue: formitem dependencies api优化
Labels: help wanted,Inactive

### What problem does this feature solve?

formitem dependencies 现在要求格式为namePath  但是给出的示例只有一个，没有说可以用二维数组，容易造成误会类似于getFieldsValue一样传一个数组就行了,实际上多个依赖更新监听需要的是一个二维数组

### What does the proposed API look like?

补充password示例，比方说formItem的name=["a","b","c"] 时候  dependencies=[['a','b','c'],['b','d','f']] 应该是一个二维数组

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