sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: vscode does not automatically open closed repos when a file is opened
Labels: git,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.80.0
- OS Version: Windows 10 - using WSL

Steps to Reproduce:

On vscode 1.79.x I would do the following:

1. Open a folder that contained many repos
2. Open a file in a repo
3. make some updates
4. navigate to the "source control repositories" extension in the left hand pane,  and the repo would be shown
5. I may update a number of repos and all of those repos would be be shown in "source control repositories"
6. If I had a lot of repos shown  in "source control repositories" I may close a few to make it easier to navigate
7. If I opened a file in a "closed" repo it would once again show in "source control repositories".

In 1.80.0 this has changed

If I close a repo it no longer automatically shows in "source control repositories" if I open a file in that repo.

Only non-manually closed repos show, and as soon as I close them, they do not reappear when I open a file in the repo.

In fact, because the repo doesn't open, I don't even get an indication that files have been updated with changes.

I think this may be caused by:

https://github.com/microsoft/vscode/pull/184708
https://github.com/microsoft/vscode/issues/186155

This seems to be a change in behavior - and it makes the way I work more difficult.  I'd expect that opening a file would automatically open the repo.

I'm not sure why there is any need to not reopen a repo when a file is opened. 

How do I get back the old behavior. Or can the old versus new behaviour be made an option for the user to pick. 

Or at least allow a right click on a file and be able to select an "open repo" option from the context menu. 

Having to navigate to the command panel and open a closed repo is not intuitive and creates a bad workflow experience in my opinion. 

Also, just an observation, but can the "source control repositories" list be made dragable. At the moment it takes up only about 25 percent of the left hand pane. It'd be nice to be able to expand it. 

Thanks.
Repository: next.js
Issue: Environment variables are loaded twice in `output: standalone`
Labels: bug,Output (export/standalone)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:19 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: 8.6.3
    Relevant Packages:
      next: 13.4.10-canary.6
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
    Next.js Config:
      output: standalone
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Standalone mode (output: "standalone")

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/ikim23/nextjs-standalone-env

### To Reproduce

1. `docker build -t nextjs-docker .`
2. `docker run -p 3000:3000 nextjs-docker`
3. Open `http://localhost:3000`

### Describe the Bug

I deploy the Next.js application as a Docker container. The "Loaded env" info log appears on startup twice after the upgrade of Next.js. See:
<img width="495" alt="Screenshot 2023-07-13 at 14 31 52" src="https://github.com/vercel/next.js/assets/22031712/b776ff3d-1df8-4f7f-b698-4e591f6acbb4">
It seems like this issue was introduced in the `v12.4.0` and is still present in the current canary.
I don't know if this breaks something since the environment variables are working correctly, however I can see that Next.js server is consuming more memory than before but I guess that has something to do with this 👉 https://github.com/vercel/next.js/issues/49929.

### Expected Behavior

The environment variables should be loaded once.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Docker
Repository: stable-diffusion-webui
Issue: [Feature Request]: VAE for hires fix pass
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 ?

Adds a checkbox in settings and implements different VAE for hires upscaler pass just like hires fix sampling methods and prompts.

### Proposed workflow

1. Go to Settings
2. Check "Hires fix: show VAE selection (requires restart)"
3. Restart
4. Press "Hires upscaler"
5. Change VAE


### Additional information

_No response_
Repository: storybook
Issue: [Bug]: Storybook does not read scss variables using NextJS and @storybook/nextjs package
Labels: bug,needs triage

### Describe the bug

I use NextJS 12 with absolute imports, SCSS modules and latest version of Storybook.
After add in `next.config.js` this:
```js
sassOptions: {
    additionalData: `@import 'styles/variables'; @import "styles/mixins";`,
  },
```
and delete this imports inside all style modules my project works perfect. But Storybook drop me this error in console:
```
SassError: SassError: Undefined variable.
```
The same error for all mixins I used.

My `main.ts` file is very simple:
```js
import type { StorybookConfig } from '@storybook/nextjs';
import path from 'path';
const config: StorybookConfig = {
  stories: ['../components/**/*.stories.@(js|jsx|ts|tsx)'],
  addons: [
    '@storybook/addon-links',
    '@storybook/addon-essentials',
    '@storybook/addon-interactions',
  ],
  framework: {
    name: '@storybook/nextjs',
    options: {
      nextConfigPath: path.resolve(__dirname, '../next.config.js'),
    },
  },
};
export default config;
```
And `preview.js` is simple too:
```js
import '../styles/variables.scss';
import '../styles/mixins.scss';

export const parameters = {
  actions: { argTypesRegex: '^on[A-Z].*' },
  controls: {
    matchers: {
      color: /(background|color)$/i,
      date: /Date$/,
    },
  },
};
```
________
In `preview.js` file I've imported scss files like this:
```js
import '../styles/variables.scss';
import '../styles/mixins.scss';
```
________
I've tried add a `webpackFinal` config in `main.ts` file of Storybook for adding the same imports that I add in `next.config.js`. It gave me an another error:
```
SassError: SassError: expected "{".
  ╷
2 │       import API from "!../node_modules/style-loader/dist/runtime/injectStylesIntoStyleTag.js";
  │                                                                                               ^
  ╵
  styles/app.scss 2:95  root stylesheet
```

Before I delete variables imports from every module file Storybook works great. What am I doing wrong?

### To Reproduce

I can't give a reproduction, because this is a commercial project.

### System

```shell
Environment Info:

  System:
    OS: Linux 5.19 Ubuntu 22.04.2 LTS 22.04.2 LTS (Jammy Jellyfish)
    CPU: (8) x64 Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
  Binaries:
    Node: 16.17.0 - /usr/local/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 8.15.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 114.0.5735.90
  npmPackages:
    @storybook/addon-actions: ^7.0.27 => 7.0.27 
    @storybook/addon-essentials: ^7.0.27 => 7.0.27 
    @storybook/addon-interactions: ^7.0.27 => 7.0.27 
    @storybook/addon-links: ^7.0.27 => 7.0.27 
    @storybook/nextjs: ^7.0.27 => 7.0.27 
    @storybook/react: ^7.0.27 => 7.0.27 
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: When I hide the settings interface, the function to switch models becomes ineffective.
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?

When I hide the settings interface, the function to switch models becomes ineffective.

### Steps to reproduce the problem

1. Go to settings and select "Hide Settings" in the user interface of the settings. Restart the program.
2. Follow the steps to switch models, but the model switching fails.
3. Open the config file, modify the "hidden_tabs" setting, save and restart the program. Try switching models again, and the model switch is successful.

### What should have happened?

 When I close the settings interface, it does not affect the model switching.

### Version or Commit where the problem happens

394ffa7b0a7fff3ec484bcd084e673a8b301ccc8

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Other GPUs

### Cross attention optimization

xformers

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

Microsoft Edge

### Command Line Arguments

```Shell
--theme dark --xformers --no-half-vae --opt-channelslast --api --autolaunch --listen --disable-safe-unpickle --no-gradio-queue --gradio-auth
```


### List of extensions

No

### Console logs

```Shell
Loading weights [d124fc18f0] from E:\BaiduNetdiskDownload\sd-webui-aki\sd-webui-aki-v4.1\models\Stable-diffusion\AOM3.safetensors
Loading VAE weights specified in settings: cached anything-v4.0.vae.pt
Applying attention optimization: xformers... done.
Weights loaded in 3.6s (load weights from disk: 0.3s, apply weights to model: 2.4s, load VAE: 0.2s, move model to device: 0.6s).
Traceback (most recent call last):
  File "E:\BaiduNetdiskDownload\sd-webui-aki\sd-webui-aki-v4.1\python\lib\site-packages\gradio\routes.py", line 422, in run_predict
    output = await app.get_blocks().process_api(
  File "E:\BaiduNetdiskDownload\sd-webui-aki\sd-webui-aki-v4.1\python\lib\site-packages\gradio\blocks.py", line 1326, in process_api
    data = self.postprocess_data(fn_index, result["prediction"], state)
  File "E:\BaiduNetdiskDownload\sd-webui-aki\sd-webui-aki-v4.1\python\lib\site-packages\gradio\blocks.py", line 1242, in postprocess_data
    block = self.blocks[output_id]
KeyError: 4954
```


### Additional information

_No response_
Repository: vscode
Issue: [Feature]: Add editor decorations to sticky scroll lines
Labels: feature-request,editor-sticky-scroll,editor-sticky-scroll-decorations

This issue concerns adding editor decorations to sticky scroll lines. The point is to make the sticky lines resemble editor lines. Decorations include:

- Background highlighting (for example on selection)
- Search highlighting
- Code lens text
- Indentation guides
- Dots representing spaces added (when setting enabled)
- Test icons/text
- Diff background colors
- Selection highlight
- etc.

To implement this, generic code needs to be programmed that allows one to add all kinds of decorations to the sticky lines.
Repository: godot
Issue: `RichTextLabel` documentation may need to mention that `push_bbcode` doesn't affect `text`
Labels: documentation,topic:gui

### Godot version

4.1.x (stable and most recent 4.1.1-rc1)

### System information

Linux (6.1.x-LTS, 64-bit), X11, GL Compatibility

### Issue description

Calling `TranslationServer.set_locale(...)` will blank `RichTextLabel`s that are generated by code.
This does happen regardless of using BBCode or not, setting `auto_translate` on or off, and/or re-using the same locale.
Other labels, including *`RichTextLabel`s created in editor work as expected* and seem not affected by this behavior (again regardless of above mentioned settings).

### Steps to reproduce

1. Create a project including `RichTextLabel`s created in editor for comparison and a button to reset locale
2. Add a script that appends another `RichTextLabel` to the scene tree
3. Prepare project with translations, etc.
4. Call `TranslationServer.set_locale()` with standard locale code

### Minimal reproduction project

**Godot Project**:

[rich_text_label_blanks_on_locale_reset.zip](https://github.com/godotengine/godot/files/12039799/rich_text_label_blanks_on_locale_reset.zip)

**Main Snippet**:

```GDScript
extends Control

var LOCALES = ["en", "es"]
var _current_locale = 0
var _generated

func _ready():
	TranslationServer.set_locale(LOCALES[_current_locale]) # (Has no effect on the behavior)
	_add_code_generated_rich_text_label()
	$Rows/Switch.pressed.connect(self.switch_locale)

func _add_code_generated_rich_text_label() -> void:
	_generated = RichTextLabel.new()
	_generated.set_fit_content(true)
	_generated.set_auto_translate(false) # (Will not change the result)
	_generated.set_use_bbcode(true) # (Has no effect other than styling on the behavior)
	_generated.parse_bbcode("The [i]RichTextLabel[/i] generated by code that [color=red]will disappear![/color]")
	$Rows/Lines.add_child(_generated)

func switch_locale() -> void:
	_current_locale = (_current_locale + 1) % LOCALES.size()
	var lang = TranslationServer.standardize_locale( LOCALES[_current_locale] )
	print("rotating Translation-Server's locale to: ", lang)
	TranslationServer.set_locale(lang)
	# ...
	if _generated.get_text().length() == 0 :
		printerr("Generated rich text label is now blank!")
```
Repository: godot
Issue: Autocomplete gets in the way when typing an equals sign, '='
Labels: discussion,topic:gdscript,topic:editor,usability

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-5930K CPU @ 3.50GHz (12 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/5902413/bdbae925-d3e5-4d70-aabd-11a9a7ef3ea8)

Typing an '=' character results in autocomplete popping up, suggesting literally every variable, constant and class in the Godot framework

Autocomplete is useless when it attempts to provide a list of every conceivable thing the user could ever type ever -- beyond which, if it's deliberately being designed with that use case in mind, it should include common primitive values like `5` and `true` because the user is far more likely to type something like `lives_remaining == 5` than `lives_remaining == NavigationMeshSourceGeometryData3D`

### Steps to reproduce

Open a GDScript editor and type `=` -- either on its own line, or as an assignment or formula.

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: auto cancel generation if above a certain memory threshold 
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 ?

The toggleable feature would automatically cancel the generation if video memory has run out and starts to load memory into ram instead, then eventually pagefile if both are full.

Or a setting that detects gpu memory amount, and limits it to XX number. so if one does other stuff while generating, one can manually set 20GB max out of 24 on a 3090, if going above 20GB, generation auto cancels.

### Proposed workflow

Go to settings, stable diffusion, then there could be a parameter that allows you different settings/ways it could auto cancel the generation.

### Additional information

The process that made me want to request a memory limiter with auto cancel.

![Plex_3gX2GIXHnJ](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/9039370/7b2a76cb-37db-42dd-818c-db34f03353ae)
Repository: PowerToys
Issue: Consistent logging directory and easy wasy to disable all logging
Labels: Needs-Triage

### Description of the new feature / enhancement

Logs are now created in:
C:\Users\<username>\Appdata\Local\PowerToys\<Function/tool/toy>\Logs\v0.70.1\*.txt
C:\Users\<username>\Appdata\Local\PowerToys\<Function/tool/toy>\Logs\0.70.1.0\*.txt
C:\Users\<username>\Appdata\Local\PowerToys\<Function/tool/toy>\Logs\*.txt
C:\Users\<username>\Appdata\Local\PowerToys\<Function/tool/toy>\LogsModuleInterface\*.txt
C:\Users\<username>\Appdata\Local\PowerToys\<Function/tool/toy>\ModuleInterface\Logs\*.txt
C:\Users\<username>\Appdata\Local\PowerToys\<Function/tool/toy>\<Function/tool/toy>\Logs\v0.70.1\*.txt
C:\Users\<username>\Appdata\Local\PowerToys\RunnerLogs\*.txt

This adds up to a lot of different directory's with a lot of old log files that nobody is every going to read.
![logging](https://github.com/microsoft/PowerToys/assets/2140446/0fb421f8-4659-46f7-b576-e294517525e2)


### Scenario when this would be used?

Multi-user systems, sysadmins that need to debug a logfile.

### Supporting information

One system with 10 users, 2MB of log files per user per day, that's 600MB in a month or 7.2GB in a year.
Nobody is going trough those log files and they are only needed when there is a specific issue. If that is the case, log files can be enabled and used to resolve the issue.
Repository: vscode
Issue: Truncate long terminal command lines by default
Labels: feature-request,terminal-tabs

The pwsh shell integration command line has always been super ugly in the tab:

![image](https://github.com/microsoft/vscode/assets/2193314/dd0695d3-f183-4793-86f7-105dabe181a2)

I think when the command line is beyond some threshold length, we should truncate it with an expand button. Something like this:

```
pwsh.exe (3 args) [show details]
```

Clicking `[show details]` would expand to the current state, including the fully qualified pwsh.exe path.

I don't think we allow hovers to dynamically change content like this yet.
Repository: godot
Issue: Region editor minor issues.
Labels: enhancement,topic:editor,usability,topic:2d

### Godot version

4.1

### System information

windows 10

### Issue description

There are a couple of small issues with region editor.
- The window doesn't hold size and resets to default when opened
- When zoomed, the image inside the newly opened window jumps to default position at the first click

And I have a suggestion that can mitigate those two issues and improve the workflow immensely.
- Add a `save as` button to the region editor.

This small change will saves us tons of clicks and going back and fourth between windows. The save as can get the resource type and name from the resource that it was opened from.

### Steps to reproduce

- open region editor
- resize and move the window
- zoom and move the image inside
- close
- open the region editor again
- try to drag a region

### Minimal reproduction project

![image](https://github.com/godotengine/godot/assets/33455007/448885af-5f13-475b-9ddb-0248b89a0168)
Repository: godot
Issue: RichTextLabel fit_content does not work if used as a custom tooltip.
Labels: bug,confirmed,topic:gui

### Godot version

4.1.1 RC1

### System information

Godot v4.1.1.rc1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3640) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads)

### Issue description

Setting a custom tooltip with a label shows the full tooltips text correctly.

```gdscript
func _make_custom_tooltip(for_text: String) -> Object:
	var label = Label.new()
	label.text = for_text
	return label
```
	
![labeltooltip](https://github.com/godotengine/godot/assets/8760003/ae852d66-b46d-4533-b103-2f657918122e)




Though if trying to use a RichTextLabel it does not, even with fit_content set to True. I also tried this by creating a separate scene and loading that with fit_content ticked in the editor.

```gdscript
func _make_custom_tooltip(for_text: String) -> Object:
	var label: RichTextLabel = RichTextLabel.new()
	label.text = for_text
	label.fit_content = true
	return label
```

![richtextlabeltooltip](https://github.com/godotengine/godot/assets/8760003/65adf1cf-4458-4696-b550-b4b8dcf60e08)

### Steps to reproduce

Override the tooltip using the code above.

### Minimal reproduction project

N/A
Repository: godot
Issue: Removing a script and then undoing resets all properties without flagging the scene as changed
Labels: bug,topic:editor

### Godot version

v4.1.stable.official [970459615], v4.2.dev.custom_build [60f3b7967] (master)

### System information

Vulkan API 1.3.217 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon(TM) Graphics

### Issue description

Remove a script by clicking on the "revert" button, then undo (CTRL + Z).
Properties are cleared, and the scene is not flagged as "changed".


### Steps to reproduce

Initial status:
![image](https://github.com/godotengine/godot/assets/992536/efcbf1a9-e7fa-4c47-b26d-ce037719c884)
![image](https://github.com/godotengine/godot/assets/992536/43236ea9-41ae-45b9-b943-6c4322600e86)

Remove a script by clicking on the "revert" button:
![image](https://github.com/godotengine/godot/assets/992536/1a468303-d634-4dc4-ba34-5f088afee061)
![image](https://github.com/godotengine/godot/assets/992536/79cb8f6c-2fd4-4ad3-96e7-3a54067c1c8d)

Undo (CTRL + Z):
![image](https://github.com/godotengine/godot/assets/992536/a42e8e2c-d277-4690-8af0-c8a0fbf030b6)
![image](https://github.com/godotengine/godot/assets/992536/43236ea9-41ae-45b9-b943-6c4322600e86)

Properties are cleared, and the scene is not flagged as "changed".

### Minimal reproduction project

[remove_undo_bug.zip](https://github.com/godotengine/godot/files/12041874/remove_undo_bug.zip)
Repository: kubernetes
Issue: 1.30 - [kep-3751] Quota Change
Labels: sig/storage,kind/feature,triage/accepted

### What would you like to be added?

<meta charset="utf-8"><b style="font-weight:normal;" id="docs-internal-guid-e776b8fa-7fff-5a33-682c-79ecb0343e5e"><div dir="ltr" style="margin-left:0pt;" align="left">

Tasks
--

Design discussion in https://github.com/kubernetes/enhancements/pull/5028

1. Add quota support for creating PVC with VolumeAttributesClass
* Validate Quota and update quota count
2. Add quota support for updating PVC with VolumeAttributesClass
* Validate Quota and update quota count
3. Add quota support for deleting PVC with VolumeAttributesClass
* Update quota count
</div></b>

### Why is this needed?


Task tracking for kep-3751 https://github.com/kubernetes/enhancements/pull/3780

Task board: https://github.com/orgs/kubernetes-csi/projects/72/views/1
Repository: kubernetes
Issue: 1.30 - [kep-3751] PV Controller Change
Labels: sig/storage,kind/feature,triage/accepted

### What would you like to be added?

<meta charset="utf-8"><b style="font-weight:normal;" id="docs-internal-guid-e776b8fa-7fff-5a33-682c-79ecb0343e5e"><div dir="ltr" style="margin-left:0pt;" align="left">

Tasks
--
1. Add support for provision an unbound PV with a VolumeAttributesClass

### Why is this needed?

Task tracking for kep-3751 https://github.com/kubernetes/enhancements/pull/3780

Task board: https://github.com/orgs/kubernetes-csi/projects/72/views/1