sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: It is unnecessary to embed static framework in iOS export
Labels: enhancement,platform:ios,topic:gdextension,topic:export

### Godot version

Godot v4.2.rc1

### System information

macOS 13.6.1 - GLES3 (Compatibility) - ANGLE (AMD, ANGLE Metal Renderer: AMD Radeon Pro 560X, 版本13.6.1（版号22G313）) - Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz (12 Threads)

### Issue description

In 4.2rc1, gdextension is compiled as static framework. In iOS export, it is still marked with "Embed & Sign". Static frameworks are linked into the app binary. Embeding a static framework only bloats the bundle size without apparent benefit.

### Steps to reproduce

Export a project with a gdextension to iOS

### Minimal reproduction project

N/A
Repository: godot
Issue: TileMap's Layer Modulate has no effect on scenes used as tiles
Labels: bug,topic:2d

### Godot version

v4.2.rc1.mono.official [ad72de508]

### System information

Windows 11

### Issue description

![image](https://github.com/godotengine/godot/assets/22286697/7e7b733b-134d-4a84-821a-73c04a7fd42b)

In the screenshot above, I have placed a scene as a tile on the tilemap layer "Ghost" which I show has a modulate of 0% alpha, yet the scene is unaffected.

### Steps to reproduce

1. Create a TileMap and a new TileSet for it
2. Add a Scene Collection Source to the TileSet and give it a scene
3. Place the scene on the TileMap as a tile
4. Modify the respective TileMap layer's Modulate property and observe no effect

### Minimal reproduction project

N/A
Repository: vscode
Issue: Search view is default view when using remote
Labels: bug,workbench-views

Type: <b>Bug</b>

Why is it that when the explorer view is initially used and the window is reloaded, the view becomes the search view, but when other views reload the window, it does not become the search view?

Is this phenomenon set by you? Does it mean it works normally?

![switch-search-view-bug](https://github.com/microsoft/vscode/assets/13393959/e1fd1aea-abba-4488-9343-3c3b83c986a1)

VS Code version: Code 1.84.2 (1a5daa3a0231a0fbba4f14db7ec463cf99d7768e, 2023-11-09T10:51:52.184Z)
OS version: Windows_NT x64 10.0.22631
Modes:
Connection to 'wsl+Ubuntu' could not be established
Remote OS version: Linux x64 5.15.133.1-microsoft-standard-WSL2

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 5800H with Radeon Graphics          (16 x 3194)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|14.87GB (7.69GB free)|
|Process Argv|--folder-uri=vscode-remote://wsl+Ubuntu/home/abchen/projects/myrepo/rspack --remote=wsl+Ubuntu|
|Screen Reader|no|
|VM|0%|

Connection to 'wsl+Ubuntu' could not be established

|Item|Value|
|---|---|
|Remote|WSL: Ubuntu|
|OS|Linux x64 5.15.133.1-microsoft-standard-WSL2|
|CPUs|AMD Ryzen 7 5800H with Radeon Graphics (16 x 3193)|
|Memory (System)|7.20GB (4.24GB free)|
|VM|0%|
</details><details><summary>Extensions (33)</summary>

Extension|Author (truncated)|Version
---|---|---
better-comments|aar|3.0.2
Bookmarks|ale|13.4.2
tsl-problem-matcher|amo|0.6.2
ytheme|czf|1.3.20
es7-react-js-snippets|dsz|4.4.3
auto-rename-tag|for|0.1.10
codespaces|Git|1.16.2
remotehub|Git|0.62.0
jupyter-keymap|ms-|1.1.2
remote-containers|ms-|0.321.0
remote-ssh|ms-|0.107.0
remote-ssh-edit|ms-|0.86.0
remote-wsl|ms-|0.81.8
vscode-remote-extensionpack|ms-|0.24.0
azure-repos|ms-|0.38.0
remote-explorer|ms-|0.4.1
remote-repositories|ms-|0.40.0
material-icon-theme|PKi|4.32.0
pdf|tom|1.2.2
vscode-icons|vsc|12.6.0
bookmark-manager|czf|0.0.14
gitlens|eam|14.5.1
prettier-vscode|esb|10.1.0
git-graph|mhu|1.30.0
python|ms-|2023.20.0
vscode-pylance|ms-|2023.11.10
jupyter|ms-|2023.10.1100000000
jupyter-keymap|ms-|1.1.2
jupyter-renderers|ms-|1.0.17
vscode-jupyter-cell-tags|ms-|0.1.8
vscode-jupyter-slideshow|ms-|0.1.5
vscode-mdx|uni|1.5.0
volar|Vue|1.8.22

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: go
Issue: runtime/coverage: covcounters not written in -buildmode=c-shared
Labels: NeedsInvestigation,compiler/runtime

### Go version

go version go1.21.4 linux/arm64

### Reproducibility

- [X] Does this issue reproduce with the latest release?

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='arm64'
GOBIN=''
GOCACHE='/root/.cache/go-build'
GOENV='/root/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/go'
GOPRIVATE=''
GOPROXY='https://goproxy.cn'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_arm64'
GOVCS=''
GOVERSION='go1.21.4'
GCCGO='gccgo'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/go/src/mosn.io/moe/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build681226605=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

1. built Go program into a shared library by using `CGO_ENABLED=1 go build -cover --buildmode=c-shared -o libgolang.so`.
2. Run a process with env variable GOCOVERDIR set, the process will load the `libgolang.so`.
3. The process exited.
4. I checked the GOCOVERDIR, only covmeta file is generated.

### What did you expect to see?

Both covmeta and covcounters file should be generated.

### What did you see instead?

Only covmeta file is generated.
Look like when Go code runs as a shared library, the covcounters file is not flushed when the host process exits.

Currently, I work around this by calling `coverage.WriteCounters` manually.
Repository: rust
Issue: Incorrect syntax when suggesting the use of `Fn*` traits as supertraits
Labels: A-diagnostics,T-compiler,D-incorrect

### Code

```Rust
`
Box<dyn Fn(Vec<AstValueExpr>)->AstValueExpr + Clone>
`
```


### Current output

```Shell
The diagnosis suggests writing this code:
only auto traits can be used as additional traits in a trait object
consider creating a new trait with all of these as supertraits and using that trait here instead: `trait NewTrait: Fn<(Vec<AstValueExpr>, )>+ Clone {}`
```


### Desired output

```Shell
However, the use of `Fn*` series traits should be used as `Fn(Vec<AstValueExpr>)`, that is, the correct suggestion should be `trait NewTrait: Fn(Vec<AstValueExpr>)->AstValueExpr + Clone{}`
```


### Rationale and extra context

![740b75e08f494fe8171bd7b920361a47](https://github.com/rust-lang/rust/assets/17973891/fa1863ef-3c9d-4299-8bf0-5eef2ae30590)


### Other cases

_No response_

### Anything else?

_No response_
Repository: PowerToys
Issue: PowerRename: 'Apply to' option for files with compound extensions
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

Currently the options do not understand files with compound extensions e.g. `*.tar.gz`, `*.test.ts`
![image](https://github.com/microsoft/PowerToys/assets/123800/67ee612c-fe6b-4d10-93ab-10419691830e)

my suggestion would be to have a set of options that sees only the first part as the filename, so the options will be:
- Filename + extension
- Filename only
- Extension only
- Filename only (base)
- Extension only (base)

this is an alternate solution to #9755 that works for me, possibly related to #14494

### Scenario when this would be used?

given the files
```
id_foo.test.ts
id_bar.test.ts
id_baz.test.ts
```

I want to get
```
FOO.test.ts
BAR.test.ts
BAZ.test.ts
```

the desired workflow would be to do this
![image](https://github.com/microsoft/PowerToys/assets/123800/3cbde7e4-c4e8-4e91-8e17-f76aa1a2c625)

but `test` is being uppercased.


### Supporting information

_No response_
Repository: deno
Issue: Feature request: want a way to declare minimum supported Deno version
Labels: suggestion

context: https://github.com/denoland/deno_std/pull/3826

It is requested by the community to have a consistent/official way to declare the minimum supported Deno version from the code. Should we have a similar mechanism as [rust-version](https://doc.rust-lang.org/cargo/reference/manifest.html#the-rust-version-field) field of Cargo.toml or [engines](https://docs.npmjs.com/cli/v10/configuring-npm/package-json#engines) field of package.json?
Repository: PowerToys
Issue: Mouse without border not working when VPN is connected in one PC
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub, PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

I tried to connect the Mouse to two PC but my office laptop uses the VPN and it's not able to connect. it was working properly but in new update it is not. I have tried that firewall option but still no hopes. I was using this feature since so long it very helpful. kindly do something on this. 

### ✔️ Expected Behavior

able to use single mouse in two different PC even during the one PC is connected to VPN.

### ❌ Actual Behavior

It does not connect and keep rolling loop like handshake > connecting > fail and repeting the sequence.

### Other Software

_No response_
Repository: godot
Issue: Godot's C# scripting does not fully support partial classes.
Labels: enhancement,documentation,topic:dotnet

### Godot version

4.2.rc1

### System information

window10

### Issue description

Godot's C# scripting does not fully support partial classes.
In C#, it is allowed to have files with the same class name in different folders, forming partial classes. However, in Godot's C#, the following error occurs:
E 0:00:01:0262   can_instantiate: Cannot instance script because the associated class could not be found. Script: 'res://Main.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).
  <C++ Error>       Method/function failed. Returning: false
  <C++ Source File>      modules/mono/csharp_script.cpp:2423 @ can_instantiate()

### Steps to reproduce

1，Create a new project, add a 3D node, and create a Main.cs script.
2，Double-click the script file to automatically open it in Rider. Create a folder named "domain" and within the folder, create a file named Main.cs with the following content:
```csharp
public partial class Main {   
}
```
3，Run the Godot scene.

Expected Behavior
     Godot should be able to accurately find the res://Main.cs script, and the Main class should form a partial class as expected. Alternatively, users should be able to configure the template used when creating new scripts and the names of the files. Additionally, Godot should be able to find the corresponding file and class when searching for scripts (i.e., when the file name and class name do not match, such as having a file named Main.Designe.cs and a class named Main).

Actual Behavior
    The debugger reports the following error:
E 0:00:01:0262   can_instantiate: Cannot instance script because the associated class could not be found. Script: 'res://Main.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).
  <C++ Error>       Method/function failed. Returning: false
  <C++ Source File>      modules/mono/csharp_script.cpp:2423 @ can_instantiate()

### Minimal reproduction project
[bugReport.zip](https://github.com/godotengine/godot/files/13454872/bugReport.zip)

Code Snippets
res://Main.cs:
```csharp
using Godot;
using System;

public partial class Main : Node3D
{
	// Called when the node enters the scene tree for the first time.
	public override void _Ready()
	{
	}

	// Called every frame. 'delta' is the elapsed time since the previous frame.
	public override void _Process(double delta)
	{
	}
}
```

res://domain/Main.cs:
```csharp
public partial class Main {    
}
```
Repository: godot
Issue: Wrong index/order of blend shapes when importing a Blender mesh
Labels: discussion,topic:import,topic:3d

### Godot version

4.1.3.stable

### System information

Windows 10

### Issue description

When you import a model from a normal .blend file (I think this is in newer versions of Godot) that has shape keys (Blend Shapes property in the model mesh), the order of the Blend Shapes don't match with the indexes to change them through a script. In the GDScript you normally would use set_blend_shape_value() and you pass the index, but the index you pass would refer to the index the shape key was in blender and not the listed in the Blend Shapes property in the Inspector in Godot, it is very confusing. In Godot the Blend Shapes are ordered alphabetically by name, but in Blender they are ordered as they are created. It can be solved by rearrange the shape keys of the model in blender alphabetically by name, but is kind of boring work and can be forgoten. They should be appearing in the Inspector in Godot in the order of the indexes they have in Blender or change the indexes when the import happens so they match the order in the Blend Shapes property.

### Steps to reproduce

Create a simple model in Blender with two shape keys, but the first shape key must have a name bigger alphabetically than the second. Then import it to a project in Godot. There they will appear in the Blend Shapes in the wrong order (alphabetically is best order but the indexes don't match). Then in a GDScript try to change the value of the first Blend shape by doing set_blend_shape_value(0, something), the second Blend Shape will change instead of the first one.

### Minimal reproduction project

![Blender](https://github.com/godotengine/godot/assets/90828355/57103907-d493-4700-a2e6-367c1e95af80)
![Godot](https://github.com/godotengine/godot/assets/90828355/68397cec-5bcb-4b0a-a647-a0bf52c1de3c)
Repository: godot
Issue: Godot Editor hangs / crashes when adding second Omnilight in a 3d Scene
Labels: bug,platform:macos,topic:rendering,topic:editor,needs testing

### Godot version

v4.2.rc1.official [ad72de508]

### System information

MacOS 10.15.7 - v4.2.rc1.official [ad72de508] - vulkan

### Issue description

Godot Editor hangs / crashes when adding second Omnilight in a 3D Scene

### Steps to reproduce

Step1 : Open the project
Step2 : The scene "test_baked_lightmap" should open by default
Step3 : Try adding 1 more "Omnilight3D" to the scene. The Godot editor will get stuck there
Step4 : After adding the light, the Editor hangs and user can't click on anything. I have to kill & restart the editor. On restart the 2nd Omnilight will not be present in the scene. So pratically its not possible to add a 2nd Omnilight


Minimal project to reproduce the issue:



### Minimal reproduction project

[Uploading squash_the_creeps_for_zip.zip…]()
Repository: TypeScript
Issue: Warn about invalid triple slash directive location.
Labels: Suggestion,In Discussion

### 🔍 Search Terms

"triple slash directive warning", "triple slash directive", "triple slash"

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Provide a warning when triple slash directives are found places where they are ignored.

eg.
```ts
import { AudioBuffer } from '@/audio/AudioBuffer';

/// <reference lib="WebWorker" />
```

Typescript could emit a warning on line 3 "triple slash directive is ignored due to not being first" and a quick fix to move it to the top.

This would provide clarity in the case that people don't remember (or haven't read) the docs.

### 📃 Motivating Example

I just spent 20 minutes with a file equivalent to the above trying to work out why the webworker types would only get included when i commented out my import statements. I thought it was some problem with imports specifically.

### 💻 Use Cases

1. What do you want to use this for?
    Save time trying to search for the wrong problem.
2. What shortcomings exist with current approaches?
    People don't always read or remember what's documented.
3. What workarounds are you using in the meantime?
    n/a
Repository: rust
Issue: bootstrap: "test library/core --stage 2" does not actually test stage 2
Labels: T-bootstrap,A-bootstrap-stages

`./x.py test library/core --stage 1` builds the stage1 compiler, then uses that to build libcore, and then tests that. That's all working as intended, then only strange part is the output it prints:
```
Testing  {core} (stage1 -> stage2, x86_64-unknown-linux-gnu)
```
There's no stage 2 involved here, so this makes little sense to me.

However, `./x.py test library/core --stage 2` should be building the stage 2 compiler, use that to build libcore, and then test that. However that's not happening, I don't even get the second rustc build for this command:
```
$ ./x.py test library/core --stage 2
Building bootstrap
    Finished dev [unoptimized] target(s) in 0.02s
Building stage0 library artifacts (x86_64-unknown-linux-gnu)
    Finished release [optimized + debuginfo] target(s) in 0.06s
Building compiler artifacts (stage0 -> stage1, x86_64-unknown-linux-gnu)
    Finished release [optimized + debuginfo] target(s) in 0.10s
Creating a sysroot for stage1 compiler (use `rustup toolchain link 'name' build/host/stage1`)
Building stage1 library artifacts (x86_64-unknown-linux-gnu)
    Finished release [optimized + debuginfo] target(s) in 0.06s
Building tool rustdoc (stage0 -> stage1, x86_64-unknown-linux-gnu)
    Finished release [optimized + debuginfo] target(s) in 0.07s
Testing  {core} (stage1 -> stage2, x86_64-unknown-linux-gnu)
    Finished release [optimized + debuginfo] target(s) in 0.06s
     Running tests/lib.rs (build/x86_64-unknown-linux-gnu/stage1-std/x86_64-unknown-linux-gnu/release/deps/coretests-e9f28340ff8f3e51)

running 1647 tests
```
That's a problem because when I use this command I specifically want to test the libcore that was built by the rustc that was built by the current source code -- I want to go around the bootstrap loop.

Cc @rust-lang/bootstrap
Repository: vscode
Issue: Aux window: support to navigate between parts between windows
Labels: feature-request,workbench-auxwindow

Currently the navigation actions to go between parts only work in the main window. They should probably work in floating windows as well or at least we should investigate.
Repository: PowerToys
Issue: Add a "Windows Danger Kernel" Feature to help kernel beginner practice
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

1. Disable the Kernel Mode Driver Signature Verification with one click.
2. Provide Arduino IDE liked Kernel Mode Code Compile & Build experience, for example code in "void mykernelstart()" will be running in the kernel.
3. Provide a Physic Memory Monitor & Editor with DMA Mapping views.
4. Provide a Thread Registers Stack (KTHREAD) Monitor & Editor, and showing explantion for CR0/CR1/CR2 etc value meanings.
5. Bring all threads to "Ring0" with highest privilege, and then User Mode code can access hardware to do some experiments with lower BSOD chance.
6. Or create a special "sysenter" kernel handler that bring the calling thread to "Ring0".

### Scenario when this would be used?

Useful for Kernel Developers/Hackers and Students who interested with Windows Kernel & Computer Structure, and who want do experiment with Hardwares.

As we know, BSOD is so easy to happen even just one bits of error in kernel mode driver code. I think the driver code was being "injected" into PID=4 (ntoskrnl.exe) process when its load, and it crash the kernel when code meets unexpection.

I think if a ring0 thread in user-mode crashed, it will not crash the kernel or causing BSOD, unless it messing up the physic memory or hardware, so the hackers will be happy!

It is not inappropriate to add this features to PowerToys because it turn Windows into a Real Toys!

### Supporting information

https://www.i.u-tokyo.ac.jp/edu/training/ss/lecture/new-documents/Lectures/03-ThreadScheduling/ThreadScheduling.pdf
```[tasklist]
### Tasks
```
Repository: PowerToys
Issue: Environment Variables: Apply profile to system level; Merge environment .
Labels: Idea-Enhancement,Needs-Triage,Product-Environment Variables

### Description of the new feature / enhancement

Requested features:  
+ Environment Variables's profile can be applied to system level, not only user level.
+ Merge the same variable names in the profile with existing environment. It is better that preprend or append options can be provided. 

### Scenario when this would be used?

Sometimes I need to override some environments by prepending values to path.   
I currently achieve this by creating a profile with an environment named `PreUserPath`, and add a reference to it (`%PreUsePath%`) at the head of `Path`. This only works in the user scope, and has no effect on the system scope `Path`. If I need to override system `Path`, I have to launch my program with PowerShell script like:  
```
$env:path = "/my/override/path;" + $env:path
```

Therefore, I request for the features that applying profile to system level and a more direct way to merge with existing environments.

### Supporting information

_No response_