sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inspector numeric (esp. float) field filled with expression ending with dot (e.g. `100.` or `1/2.`) is rejected
Labels: bug,topic:core,confirmed

### Tested versions

- Reproducible in: v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 860M (nvidia; 535.161.07) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

Any input in a numerical inspector field ending with `.` is rejected (after pressing Enter, the previous value is restored).

This applies to both integer and float fields, but this is really problematic for float fields whereas this is a legit way to indicate we are dealing with a float. This is esp. useful to indicate a float division e.g. `3/2.`, since entering an integer division gives a Euclidian division (see https://github.com/godotengine/godot/issues/61956).

### Steps to reproduce

1. Take any numerical input field, but issue shows best on float fields
2. Enter some value such as `0.5`.
3. Enter `3/2.` (with trailing dot) => 0.5 remains, instead of expected 1.5
4. Enter `3./2` (dot on numerator) => 1.5 as expected

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: When pasting multiple nodes to an empty scene, the `owner` is not set correctly
Labels: bug,topic:editor

### Tested versions

4.3 dev5 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description


https://github.com/godotengine/godot/assets/2223172/680d6ad4-b7cb-4736-af79-3c290a4f2ea6

As you can see, I copy-pasted 2 sprites. They were properly pasted to the new scene, but only one appears in the scene tree. The other one doesn't have `owner` set correctly.

### Steps to reproduce

1. Copy 2 nodes
2. Open new scene
3. Paste

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: open_encrypted_with_pass() shouldn't report error on fail in the editor
Labels: discussion,topic:core,topic:editor

### Tested versions

4.2.1.stable

### System information

Windows 10

### Issue description

using `open_encrypted_with_pass()` with the wrong pass triggers an editor error.

The problem with this is that we don't have anything to test before trying to open, like a validation of sorts, and we also know that if the pass is wrong, the return will be `null` and we can get the reason with `get_open_error()`, so I can't understand why the forced editor error, specially when other file manipulation methods don't throw editor error on failure.

The scenario this becomes a bit annoying is when, say I needed to change encryption pass on recent builds of a game but I still need to load old ones before converting, so right now I attempt to load using old pass, fail and then try with the new pass.

### Steps to reproduce

open a file using `open_encrypted_with_pass()` with the wrong pass

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: resource_local_to_scene not working in arrays. Still in 4.3 dev 5?
Labels: bug,topic:core,needs testing

### Tested versions

- Reproducible at least in Godot v4.2.1stable and Godot v4.3dev5

### System information

Godot v4.3.dev5 - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1650 Ti with Max-Q Design (NVIDIA; 31.0.15.5186) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

Hi guys, I faced this problem and a quick search showed me that it was a bug already fixed in 4.3 dev 5, so I downloaded it but I still have the same issue. Is the bug still present or I'm doing something wrong?

## Related Changelog entries:

### Changelog for 4.3-dev3:
Fix recursive resource local to scene (array/dictionary properties on resources) ([GH-71578]


### Changelog for 4.3-dev5:
Fix `resource_local_to_scene` in arrays and dictionaries ([GH-87268]


### Steps to reproduce

1.- I created a resource file with some `@export` entries
2.- In my scene script I added a line like this:
` @export var params: Array[ParamsResource] = [] `
3.- Then in the inspector I create the resources and for each element of the array, I mark it as local to scene. 
4.- I run the game. The scene is not instantiated yet. I have to do it with a button
5.- When I instantiate the scene, in the `_ready()` I modify the attributes in one of the resources in the array. 
6.- I instantiate then another scene of the same object and it already has the same modifications before the `_ready()` function do them.

### Minimal reproduction project (MRP)

[minimal.zip](https://github.com/godotengine/godot/files/14964105/minimal.zip)

I made this reproduction project that reproduces the problem, but not with the exact steps I described (which are from my game). Hope this does not confuse you.
Repository: go
Issue: x/tools/imports: support sessions in Process and FixImports for performance
Labels: NeedsInvestigation,Tools

### Proposal Details

Certain toolchains such as [Ent](https://github.com/ent/ent/blob/5d43d62c657043a5df6f0c95a117369dd353b017/entc/gen/graph.go#L1106) make extensive use of `imports.Process(...)` within a loop to format multiple files in a directory. However, because each invocation of `Process` itself executes a loop [via parseOtherFiles](https://github.com/golang/tools/blob/dcccb2dba2d1b8b8f803525075dab0036be572d8/internal/imports/fix.go#L107) on multiple files in the directory as well, the complexity may reach O(N^2) in this use case.

As a result, this proposal is to introduce support for a `session` object passed to Process:

```
func Process(s *Session, filename string, src []byte, opt *Options) (formatted []byte, err error) {
   ...
}
```

A session would a thin wrapper around an LRU cache, which can use the existing LRU functionality in `gopls/internal/util/lru` (which could easily be relocated to `internal/lru`):

```
type Session struct {
	Cache *lru.Cache
	Fset  *token.FileSet
}
```

Usage would look like:

```
s := NewSession(10) // 10 MB cache
return Process(s, file, contents, opts)
```

The LRU key would be something like `(file path, file contents)` and value would be the parsed AST. This would help prevent repeated calls to `parse` from incurring significant performance cost.

Session would be allowed to be nil to support the current use-case.
Repository: flutter
Issue: [ios][platform_view] Consider using `layer` rather than `view` for `FlutterClippingMaskView`
Labels: platform-ios,P2,team-ios,triaged-ios

### Use case

Being a level above its backing `CALayer`, `UIView` also comes other non-drawing overheads such as hit test and accessibility. 

`UIView`'s `mask` API likely just calls the `CALayer`'s `mask` API. We should experiment removing this extra abstraction of `UIView`, and see whether it improves the performance. 

### Proposal

Remove the `FlutterClippingMaskView` and create a `FlutterClippingMaskLayer`.
Repository: deno
Issue: deno-ls: `Uncached or missing npm package` when using `node:` specifier
Labels: needs info

Version: `deno 1.42.3 (release, aarch64-apple-darwin`

```ts
// @deno-types="npm:@types/node@^20.12.7"
import * as path from "node:path";
```
This gives an LSP diagnostic message (red squigglies) on the `import` line that says
```
Uncached or missing npm package: @types/node@^20.12.7
```

The same message(minus version number) is shown if I remove the `deno-types` hint.

As a side effect, the same diagnostic gets repeated for all the `npm:` imports in the file (even though they don't have this issue if the `node:path` is removed)

E.g.
```
import { readFileSync } from "node:fs";     ■■■ Uncached or missing npm package: @types/node
import { type GeneratedAlways, Kysely, sql } from "npm:kysely";     ■ Uncached or missing npm package: kysely
import { PostgresJSDialect } from "npm:kysely-postgres-js";     ■ Uncached or missing npm package: kysely-postgres
```
Repository: godot
Issue: Tooltip disappears if mouse moves and TooltipText property has been modified
Labels: discussion,topic:gui

### Tested versions

- Reproducible in v4.3.dev5.mono.official [89f70e98d]
- Other versions not yet tested

### System information

Windows 11 - Vulkan, Forward+

### Issue description

When mousing over a control and a Tooltip popup appears, it will remain visible so long as the mouse remains hovering over the control that spawned it. This is not true if the control has had its TooltipText property modified since the tooltip was instantiated.


https://github.com/godotengine/godot/assets/22286697/98296521-3b88-44fb-9e45-0d4466050bd2



### Steps to reproduce

1. Create a control node with some TooltipText value
2. Have the TooltipText value be modified after spawning the tooltip
3. Move your mouse (still within the bounds of the control node) and observe that the spawned tooltip will be freed

### Minimal reproduction project (MRP)

[Tooltip MRP.zip](https://github.com/godotengine/godot/files/14968252/Tooltip.MRP.zip)
Repository: excalidraw
Issue: Content in the canvas getting erase when switching Tab
Labels: bug

kind of a bug, but when switching tab and coming back to the canvas, the content in it is getting remove.
Repository: PowerToys
Issue: Feature Request: Disable Shift key overriding numlock
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

A feature to disable the innate behavior of the shift key overriding the numlock, behavior that [goes back decades](https://devblogs.microsoft.com/oldnewthing/20040906-00/?p=37953) and has had countless complaints and requests on many various forums. This behavior is quite annoying, and having autohotkey running constantly as the only popular solution online seems inefficient.

### Scenario when this would be used?

Modifier key in applications/games: the shift key is often un-remappable as a modifier key for many applications and video games, so any user using the numpad for macros, game keys, or any other purpose often runs into unexpected behavior and a lack of functionality with the numpad keys being replaced with their disabled regular functions.

### Supporting information

Various requests and use cases from users over many many years:
https://superuser.com/questions/1596152/disabling-shift-key-from-overriding-numlock-or-stopping-shift-key-from-overridi

https://answers.microsoft.com/en-us/windows/forum/all/disabling-the-ability-of-toggling-numpad-by/f1d82cec-25a9-4070-a086-2a86ac21b5bc

https://answers.microsoft.com/en-us/windows/forum/all/how-to-switch-off-shift-key-feature-of-temporary/4a46a180-08cd-4cba-acb7-fbb4f4f4d637

https://answers.microsoft.com/en-us/windows/forum/all/turn-num-lock-permanently-on/202dc164-ec19-4ab1-bd65-d995590c94db

https://superuser.com/questions/1027228/is-it-possible-to-have-num-lock-always-on-without-the-ability-of-the-num-lock-k

https://www.dell.com/community/en/conversations/optiplex-desktops/num-lock-goes-on-and-off-by-itself-in-response-to-unrelated-keystrokes/647f9e68f4ccf8a8de2fde8d

https://stackoverflow.com/questions/55339015/shift-key-released-when-pressing-numpad
Repository: godot
Issue: Touch tracking on iOS cannot register an initial movement less than many pixels
Labels: platform:ios,needs testing,topic:input

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

iPadOS 17.4, iPad 9th gen, Apple Pencil 1st gen

### Issue description

This is the iOS analogue of #84138. I'm unable to get touch events within about 15px from the initial `InputEventScreenTouch`, causing small jumps while attempting to drag slowly for fine control.

In addition to a Godot project MRP, I've included a Swift Playground displaying the same problem. The Apple pencil doesn't have this problem.
![touch vs apple pencil](https://github.com/godotengine/godot/assets/50609684/868ab320-33b6-4ac2-9740-70507ca95d1f)

https://github.com/godotengine/godot/assets/50609684/5dc18dc0-1d42-43a2-a550-312a47654d4f



### Steps to reproduce

Do one:
- Export the Godot project for iOS
- Run the Swift Playground directly in the app for iPadOS

You should see a small gap between the initial touch point (red) and the drag points (blue). I have offset all points by 100px for visibility.

### Minimal reproduction project (MRP)
[godot-display-touch-events.zip](https://github.com/godotengine/godot/files/14965849/godot-display-touch-events.zip)
[swift-display-touch-events.zip](https://github.com/godotengine/godot/files/14965780/swift-display-touch-events.zip)
Repository: next.js
Issue: <Link> not scrolling top sticky header
Labels: bug,linear: next

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/header-no-scroll-nextjs-x84kd3?embed=1&file=%2Fapp%2Flayout.tsx
### To Reproduce

1. Start the application in development (next dev)

### Current vs. Expected behavior

A sticky header is present at the top of the layout (it has an opacity of 0.8 for viewing the page below).
If the scroll height is lower than the header height and I click on the link to another page, the scroll doesn't return to the top of the page.

On the other hand, if the scroll height is greater than the header height, then the scroll does return to the top of the page as expected.

https://github.com/vercel/next.js/assets/25907732/5b86dd8d-12e3-4d3c-9065-91b037b7dd5d

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:27 PDT 2023; root:xnu-10002.41.9~6/RELEASE_X86_64
  Available memory (MB): 16384
  Available CPU cores: 12
Binaries:
  Node: 20.9.0
  npm: 10.2.5
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.0 // There is a newer version (14.2.1) available, upgrade recommended! 
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local)

### Additional context

_No response_

<sub>[NEXT-3099](https://linear.app/vercel/issue/NEXT-3099/link-not-scrolling-top-sticky-header)</sub>
Repository: excalidraw
Issue: SVG images not loading from initial data
Labels: bug

**Problem**
When using excalidraw react component and passing `initialData` from a locally imported js file, SVG image element shows up as a placeholder.

png images render correctly.

If the canvas is resized, the placeholder is correctly replaced with the svg image.  

This only appears to happen upon first connecting to my app. If the broswer page is refreshed, the svg image shows up correctly (no placeholder is shown)
I've tested 0.14.2, 0.15.3 and 0.17.3 and see the issue in all three versions.

initial connection to (dev) server (vite)

![image](https://github.com/excalidraw/excalidraw/assets/459798/d8ed2eb3-cedc-4aea-8764-1d4788ae8416)

After zoom or browser pager refresh:

![image](https://github.com/excalidraw/excalidraw/assets/459798/a0dc18d3-d2b2-4c34-a299-2665630097e0)

Additional Info:

If I replace the svg with a png it shows up so it's definitely something specific to this image format. The svg dataUrl in the `initialData` was generated by pasting my external svg into excalidraw.com and saving the resulting dataURL.
Repository: godot
Issue: can not save alpha with Image.FORMAT_RGBAF
Labels: bug,topic:core

### Tested versions

Godot 4.2.1 stable

### System information

macOS -Godot 4.2.1 stable

### Issue description

can not save alpha with Image.FORMAT_RGBAF
I have to call image.convert(Image.FORMAT_RGBA8) before save the image.
but it will slow down the progress.

### Steps to reproduce

```
func _ready():
 var img:Image=Image.create(1,1,false,Image.FORMAT_RGBAF)
 img.set_pixel(0,0,Color(0.1,0.2,0.3,0.5))
 img.save_png("img.png")
 var tex:=Image.load_from_file("img.png")
 print(tex.get_pixel(0,0))#->(0.098, 0.2, 0.298, 1)
```

### Minimal reproduction project (MRP)

empty project with the code should reproduce the problem .
Repository: PowerToys
Issue: Add interrobang to quick accent
Labels: Idea-Enhancement,Good first issue,Status-In progress,Cost-Small,Product-Quick Accent

### Description of the new feature / enhancement

Add the interrobang (‽) to the accent picker for the question mark or exclamation mark key (I think question mark makes more sense).

### Scenario when this would be used?

Instead of having to remember the alt code or look it up on a search engine, this is much faster. I always try using it from powertoys before realising it is not there.

### Supporting information

_No response_
Repository: godot
Issue: Input problem using bluetooth keyboard
Labels: bug,topic:input

### Tested versions

- Godot version 4.2.0

### System information

- Windows 10

### Issue description

Hello there. I´m having an issue with my inputs using a bluetooth keyboard. I have a character that basically moves forward whenever W is being pressed. I´m using the Input singleton with his is_action_pressed function to know if W is being pressed. It works normally but after 20 seconds the character stops to move.

After debugging what the problem was I noticed the event is_action_just_released() is being called by itself. After testing in my laptop´s keyboard I noticed the problem disappears. So I think there is an issue with my bluetooth keyboard.

I don´t know if the problem happens only on my keyboard or is a general problem with bluetooth keyboards.

My keyboard is a CHINAMATE CM-31 2.4GH WIRELESS (I know by the name sounds like a crappy one LOL, but still I think is a problem could be fixed).

Thanks in advance.

### Steps to reproduce

- Connect a bluetooth keyboard
- Create some character controller and add a key to the input map to move the character
- Attach a script to move the character controller using Input.is_action_pressed in the _process function with the key to move
- Print something in the _input function if event.is_action_released is true on you move key
- Run the game
- Press and keep the key to move
- After 20 seconds (that is the time after the input releases in my case) something should be printed after your input is released even if you still are pressing the key

### Minimal reproduction project (MRP)

https://github.com/GameNestStudios/input_problem

The character in this project accepts moving in 8 directions and camera movement with the mouse. You just need to keep W key pressed to move forward, and after 20 seconds the player stops and "true" is logged to the console (in the input_controller script there is a print(event.is_action_released("move_forward")) line).
Repository: three.js
Issue: DoubleSided transmission unsupported with `WEBGL_multisampled_render_to_texture` (Oculus Browser)
Labels: Enhancement

### Description

When transmissive materials are set to `DoubleSided` the transmissive objects are rendered in two passes (see: https://github.com/mrdoob/three.js/pull/25502). The back side of the transmissive objects are rendered into the `transmissiveRenderTarget` while using the intermediate result of the `transmissiveRenderTarget`. This works as the target is multi-sampled and uses two textures under the hood.

However, when the `EXT_multisampled_render_to_texture` is supported by the browser, it is used instead of the two textures approach. In this case rendering the back-sides fails as source and destination textures are the same.
```
[.WebGL-0x20170a200]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
```

### Reproduction steps

1. Setup a scene with a double sided transmissive material
2. Open in a browser that supports `WEBGL_multisampled_render_to_texture`
3. Notice the back-side not being rendered and error(s) logged in the console


### Code

```js
const geometry = new THREE.SphereGeometry( 20, 64, 32 );

const material = new THREE.MeshPhysicalMaterial( {
	metalness: 0,
	roughness: 0,
	ior: 1.5,
	envMap: /* some equirectEnvMap */ hdrEquirect,
	transmission: 1.0,
	side: THREE.DoubleSide,
} );

mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
```


### Live example

The bug is present in both [`webxr_vr_sandbox`](https://threejs.org/examples/#webxr_vr_sandbox) and [`webgl_materials_physical_transmission`](https://threejs.org/examples/#webgl_materials_physical_transmission).

### Screenshots

| Without  `WEBGL_multisampled_render_to_texture` | With `WEBGL_multisampled_render_to_texture` |
|---------------| --------|
| ![image](https://github.com/mrdoob/three.js/assets/8823461/1bc0d36c-282e-4a15-a9b8-bf31408a389c) | ![image](https://github.com/mrdoob/three.js/assets/8823461/d4f658ab-d8d9-4387-9508-406ec6620191) |

### Version

r163

### Device

Headset

### Browser

Chrome

### OS

Android
Repository: godot
Issue: Navigation mesh baking in 3D needs to warn when source geometry has too much pointless verticality
Labels: topic:navigation,performance

### Tested versions

4.3dev

### System information

Windows 10

### Issue description

The 3D navigation mesh baking is done by spanning an AABB like voxel grid over the geometry and rasterizing the triangles of the source geometry into span layers.

Without providing a manual set AABB the auto-generated AABB will create a voxel grid that is large enough for the entire source geometry. This means a single pointless large source geometry object, e.g. a very high tree with a small trunk, is enough to create x-amount of performance costly voxel layers that will do nothing for the end result.

As such it is always recommended to provide a baking AABB to fixate the max amount of voxels and layers created.

The navigation mesh baking should detect such situations and print a warning when the auto-generated AABB and the final AABB of the baked navigation mesh are very much apart. This means there were a lot of small diameter objects as part of the source geometry that should have been capped in their height and not added in full to begin with.

### Steps to reproduce

Bake a navigation mesh from a very large but entirely flat source geometry. Now add a very high but slim object. Expect to see a very long bake time and also the polygons twitching due to changed span and layer count.

### Minimal reproduction project (MRP)

N/A