sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Follow the default texture filter project setting in 2D shaders if no filtering hint is specified
Labels: feature proposal,topic:shaders

### Godot version

v4.0.alpha1.official [31a7ddbf8]

### System information

Windows 10

### Issue description

![Animation](https://i.postimg.cc/nV4Z7CGP/Animation.gif)
![Shader](https://i.postimg.cc/90Yhjnfh/Shader.gif)

This shader which I am using to animate tiles makes them blurry in 4? Maybe not related to TileSet. Just where I noticed it. I changed the Project Settings -> Rendering -> Textures -> Default Texture Filter to get sharp pixel graphics maybe there is a way to make the shader use that setting too?

```glsl
shader_type canvas_item;
render_mode unshaded;

uniform sampler2D frames: hint_albedo;
uniform float count;
uniform float duration;
uniform float width;
uniform float startX = 0;

void fragment() {
	float frame = floor(mod(TIME, count * duration) / duration);
	float offset = floor((UV.x - startX) / width);
	COLOR = texture(frames, UV + vec2((mod(offset + frame, count) - offset) * width, 0));
}
```

Thanks.


### Steps to reproduce

1. Open TileSetShader.tscn, blurry animations
2. Open TileSetAnimation.tscn, clear animations


### Minimal reproduction project

https://github.com/rakkarage/NewTileMapTest
Repository: godot
Issue: TileSet not detecting almost zero alpha tiles
Labels: bug,topic:editor,topic:2d

### Godot version

v4.0.alpha1.official [31a7ddbf8]

### System information

Windows 10

### Issue description

![Light](https://i.postimg.cc/4NfXvVPS/Light.gif)

Here is a set of 32 'light' tiles that are black with changing alpha...
When the TileSet automatically detects tiles or I manually trigger a detection with the menu item it ignores 4 tiles with non-zero alpha. The menu item says "Create Tiles in Non-Transparent Texture Regions" so I expect it to ignore the last one because it has alpha 0 but the rest do not.

Thanks.


### Steps to reproduce

1. Open TileSet and "Create Tiles in Non-Transparent Texture Regions"

### Minimal reproduction project

https://github.com/rakkarage/TestLight
Repository: godot
Issue: Project is not being processed if its window is hidden by other windows
Labels: bug,platform:linuxbsd,topic:core,needs testing

### Godot version

3.4.2 stable

### System information

Ubuntu 20.04.3 LTS, GLES3

### Issue description

Project is not being processed if its window is obscured by other windows. My project is extremely simple: a timer, and a text label with a number which the timer increments every second. However, if I alt-tab to another window (for example, a browser), and expect the number to tick in the background, it does not happen. I can wait for about 20 seconds with window not in focus, but the number in the label would advance by 1-2 seconds only. The issue only arises if the game window is not minimised, but obscured by other windows. If the project window is minimised instead, the slowdown does not occur.

### Steps to reproduce

1) Run the minimal reproduction project
2) Observe the number incrementing
3) Remember the current number and alt-tab to some other window, e.g. a browser, so that the game window is completely obscured
4) Wait for 20-30 seconds
5) Alt-tab back, observe the number has stayed almost the same

### Minimal reproduction project

[Lag showcase.zip](https://github.com/godotengine/godot/files/8009107/Lag.showcase.zip)
Repository: go
Issue: testing: link to fuzzing guide and more details on runtime
Labels: Documentation,NeedsFix,fuzz

<pre>
$ go version
go version go1.18beta2 darwin/amd64
</pre>

The `go doc testing` and this page https://pkg.go.dev/testing@master#hdr-Fuzzing still are pointing to #48255. They mention:

> TODO(#48255): write and link to documentation that will be helpful to users who are unfamiliar with fuzzing.

Some details such as:
* why does it run long (∞) and how to stop
* maybe example quickly shows it 'finding' evil params (the current one ran for 30+ minutes and nothing found)
  * just to show what happens when it does, else you just see endless processing

I was asked to create new ticket (versus comment in #48255).

Looking forward to using it, and thanks for the hard work.
Repository: terminal
Issue: Acrylic in Tab Row has a weird blur on the bottom
Labels: Help Wanted,Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.13.10336.0

### Windows build number

21H2 22000.469

### Other Software

With "Show acrylic in tab row" set:

![image](https://user-images.githubusercontent.com/343550/152667279-587b3821-3c27-4172-b925-6e8a456089da.png)

The blur isn't rendered consistently when part of the window is not on a monitor:

![image](https://user-images.githubusercontent.com/343550/152667287-42b4639b-6c01-47a3-9e9f-a744ad6d30e4.png)

In this example the window is dragged to the right so half of it is not on any monitor. The top part of the title bar blurs the non-existent space as black but the bottom part of the title bar ignores the non-existent space and only blurs the background of the portion of the bar actually on a display(s). Note particularly on the far right of the title bar.

### Steps to reproduce

Enable acrylic in tab row -> restart -> drag part of the title bar off the screen. Easiest to see if you have something bright in the background of the window.

### Expected Behavior

The top and bottom part of the title bar use the same blurring method.

### Actual Behavior

The top and bottom parts of the title bar use different blurring methods.
Repository: deno
Issue: ext/timers: add performance.clearResourceTimings()
Labels: good first issue,suggestion,help wanted

https://developer.mozilla.org/en-US/docs/Web/API/Performance/clearResourceTimings

Possibly add other missing methods too?


Related https://github.com/denoland/deploy_feedback/issues/167
Repository: transformers
Issue: vits support? 
Labels: New model

add support for vits, an tts transformer based e2e model.

https://github.com/jaywalnut310/vits
Repository: PowerToys
Issue: With DeepL Service, When typing Ctrl+C twice, opens Start menu
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage,Area-App Compat

### Microsoft PowerToys version

0.55.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. KBM enable
2. typing Ctrl+C twice

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: go
Issue: x/tools/gopls: Add support for workspace/{Will,Did}{Rename,Delete,Create}Files methods
Labels: FeatureRequest,gopls,Tools

In order to make refactoring and code base cleanups easier and be on-par with IDE's I would wish for more high-level workspace refactoring capabilities and to move files around. The functions in the LSP spec were added with the 3.16 specification and are already available:

* [workspace/WillCreateFiles](https://microsoft.github.io/language-server-protocol/specifications/specification-current/#workspace_willCreateFiles)
* [workspace/WillDeleteFiles](https://microsoft.github.io/language-server-protocol/specifications/specification-current/#workspace_willDeleteFiles)
* [workspace/WillRenameFiles](https://microsoft.github.io/language-server-protocol/specifications/specification-current/#workspace_willRenameFiles)
* [workspace/DidCreateFiles](https://microsoft.github.io/language-server-protocol/specifications/specification-current/#workspace_didCreateFiles)
* [workspace/DidDeleteFiles](https://microsoft.github.io/language-server-protocol/specifications/specification-current/#workspace_didDeleteFiles)
* [workspace/DidRenameFiles](https://microsoft.github.io/language-server-protocol/specifications/specification-current/#workspace_didRenameFiles)

From a user perspective I can imagine that this also makes sure that previously private tokens are now exported and that the appropriate packages get imported. I also thought about moving accompanying `*_test.go` files, but that might be easier if the user just does it themselves.

I am not a VS code user, but from [the pull requests](https://github.com/microsoft/vscode/pull/85830) in the repo _I think_ it's already supported and Neovim has a [tracking issue](https://github.com/neovim/neovim/issues/16078).
Repository: godot
Issue: Vulkan: OmniLight3D projectors are upside down compared to PanoramaSkyMaterial's default orientation
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.alpha (9d1626b4d)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

OmniLight3D projectors are upside down compared to PanoramaSkyMaterial's default orientation. We should change this to make it more user-friendly to set up projector textures, and ensure that they always appear the right way up by default.

On the screenshot below, each of the *inverted* spheres contains an OmniLight3D with a projector texture that is the same as the background sky.

*Left: Default OmniLight3D rotation (incorrect), right: Corrected OmniLight3D rotation `(0, 0, -180°)` in the inspector*

![2022-02-06_12 56 44](https://user-images.githubusercontent.com/180032/152679750-750d6511-296b-461f-9f29-0abc90c8e84f.png)



### Steps to reproduce

- Download an HDRI panorama from [Poly Haven](https://polyhaven.com/hdris). Import it in a project.
- Set the HDRI panorama as the background sky in the Environment resource by creating a PanoramaSkyMaterial and assigning the texture there.
- Add a CSGSphere3D node and check **Invert Faces** in the inspector.
- Add an OmniLight3D node and check **Shadow > Enabled** in the inspector. Set the HDRI panorama as the projector texture on the OmniLight3D.
- Increase the OmniLight3D's **Range** and **Energy** properties to make sure the projector texture is easily visible.
- Compare the projector texture orientation (which does not depend on the lit surface's UV maps) with the background sky.

### Minimal reproduction project

[test_projector_sky_comparison.zip](https://github.com/godotengine/godot/files/8010101/test_projector_sky_comparison.zip)
Repository: PowerToys
Issue: [Preview Pane] Folder preview
Labels: Idea-New PowerToy,Product-File Explorer

### Description of the new feature / enhancement

When folder is selected - show basic information about it's contents:

* number of files and folders immediately inside;
* listing of such files and folders;
* link target if it is a linked folder;
* creation/modification dates (doesn't seem very important to me but easy to have).

The size of folder contents and total (recursive) number of files/folders might be slow to compute, so it's up for debate. Having it for a selected folder makes more sense than filling the Size column in the main view of Explorer. Having a rule to drop computation after certain file counter (Just show "More than ..." after that point) might be a nice compromise as well.

Having a file listing in form of a secondary explorer view might be nice visually but confusing. Not sure about the best way to both communicate the preview nature and ensure consistent looks.

### Scenario when this would be used?

Case 1:

I want to delete some folders. I'm trying to ensure they are safe to delete. For this I have to either enter them one after another or hover the mouse over them and wait for a popup to appear.

Opening every folder breaks the context and creates additional cognitive load (remember relative position and what I'm looking for at each moment).
Popups are unreliable (don't always appear) and provide very little information.

Case 2:

Speed up the navigation by providing some information about folder contents before committing to go there. This is similar to certain multicolumn file managers.

### Supporting information

_No response_
Repository: godot
Issue: CharacterBody2D behaves inconsistently when interacting with another CharacterBody2D, which jumps on top of it
Labels: bug,topic:physics,topic:2d

### Godot version

4.0.alpha1.official [31a7ddbf8]

### System information

Windows 10

### Issue description

When a `CharacterBody2D` lands on top of another `CharacterBody2D` that is moving, sometimes the bottom `CharacterBody2D` stops moving and sometimes it doesn't. The bottom `CharacterBody2D` seems to stop moving when the other `CharacterBody2D` was colliding with it and trying to move in the opposite direction.

Here's a GIF as an example:

![Godot 4 Physics Test Gif 1](https://user-images.githubusercontent.com/30286047/152681541-11856a41-7479-45e9-a51a-240d3f6f4273.gif)

- The orange `CharacterBody2D` is just scripted to always move right.
- The teal `CharacterBody2D` has the basic movement script template provided by Godot and is thus controlled by the keyboard.

### Steps to reproduce

Open the scene `res://source/levels/level2.tscn` in the Minimal Reproduction Project that I have provided. The teal `CharacterBody2D`, which is controlled by the player, is stored in the scene `res://source/character_body_2D_character/character_body_2D_character.tscn`, and the other `CharacterBody2D` is in `res://source/character_body_2D_moving/character_body_2D_moving.tscn`, but both of them are of course instanced in the level scene.

### Minimal reproduction project

[Godot 4 Physics Test.zip](https://github.com/godotengine/godot/files/8010235/Godot.4.Physics.Test.zip)
Repository: deno
Issue: Slow upload speed for http server
Labels: perf,needs investigation,ext/http

I tested upload speed for varius file sizes: 10M, 100M, 1000M in comparison of `node.js` upload speed in `Deno` is about  2x-3x slower and on 1G file deno is 10x slower and use almost all CPU resources (my ubuntu 20.04 vps server has 2 cpu cores and 2G ram). 
What I'm doing wrong or how to improve upload speed??

Send test data to server(localhost) via curl:
```
time curl -H "Content-Type:application/octet-stream" --data-binary @/dir/dev/foo1000M.bin  http://127.0.0.1:8080/upload/foo.bin
```
Test file for uploading was created by command:
```
truncate -s 10M foo10M.bin
```

```
import { serve } from "https://deno.land/std@0.125.0/http/server.ts";
import { config } from "./modules/config.js"
import * as path from "https://deno.land/std/path/mod.ts"
import {
    writableStreamFromWriter,
    readableStreamFromReader,
} from "https://deno.land/std/streams/mod.ts";

const PORT=8080

async function handler(req){
    console.log(`>>>new request: ${req.method}, ${req.url}, path: ${req.pathname} params: ${req.searchParams}`)
    console.log("HEADERS:",req.headers)

    if (req.body) {
        console.log("==>hasBody!");
        const file = await Deno.open(path.join(config.upload_dir, "native_deno.bin"), { create: true, write: true })
        const writableStream = writableStreamFromWriter(file)
        await req.body.pipeTo(writableStream)
    }
    console.log(">>upload complete!")
    return new Response("upload complete!");
}

serve(handler, { port: PORT })
console.log(">>>server listen...",PORT)
```

Results:
```
for 10M file:
   Deno:  60 - 90ms      Node:  35-40ms

for 100M file:
    Deno:  500-600ms   Node:  260ms

for 1000M file:
    Deno:  20s-5m          Node: 1000-1700ms
```
I repeat upload test multiple times and every time on 1G file `deno` server become slower and slower (for 10M and 100M test file I don't see any performance reduction) but `node` server upload time stay the same avery time.
Repository: godot
Issue: A RigidDynamicBody2D with a constant force sometimes stops moving permanently after colliding with a CharacterBody2D
Labels: bug,topic:physics

### Godot version

4.0.alpha1.official [31a7ddb]

### System information

Windows 10

### Issue description

From what I understand, when a `CharacterBody2D` collides with a `RigidDynamicBody2D` it is sort of treated as a static body - the `CharacterBody2D` stops moving if it uses `move_and_slide()`. When the `RigidDynamicBody2D` is moving it pushes the `CharacterBody2D` (or maybe the `CharacterBody2D` just moves out of the way or something like that, I'm not 100% sure how it works exactly). When the `CharacterBody2D` tries to move in the opposite direction while colliding with a moving `RigidDynamicBody2D`, the `RigidDynamicBody2D` slows down. But if the `CharacterBody2D` is for example controlled by a player, who repeatedly presses the appropriate key so that the `CharacterBody2D` repeatedly collides with the `RigidDynamicBody2D`, the `RigidDynamicBody2D` permanently stops moving, even if it has a constant force set.

Here's a GIF as an example:

![Godot 4 Physics Test Gif 2](https://user-images.githubusercontent.com/30286047/152687764-14037fac-70b2-495d-80ab-ab49754e2693.gif)

- The purple `RigidDynamicBody2D` has its horizontal `constant_force` property set to `1000`. It also has its `lock_rotation` property set to `true`.
- The teal `CharacterBody2D` has the basic movement script template provided by Godot and is thus controlled by the keyboard.

### Steps to reproduce

Open the scene `res://source/levels/level4.tscn` in the Minimal Reproduction Project that I have provided. The teal `CharacterBody2D`, which is controlled by the player, is stored in the scene `res://source/character_body_2D_character/character_body_2D_character.tscn`, and the `RigidDynamicBody2D` is in `res://source/rigid_dynamic_body_2D_moving/rigid_dynamic_body_2D_moving.tscn`, but both of them are of course instanced in the level scene.

### Minimal reproduction project

[Godot 4 Physics Test.zip](https://github.com/godotengine/godot/files/8010499/Godot.4.Physics.Test.zip)

_This is the same project as the one in my other physics-related issue, which I created a few hours ago (#57706)._
Repository: rust
Issue: Could the compiler automatically re-use `Box` allocations as an optimization?
Labels: A-LLVM,I-slow,T-compiler,A-mir-opt,C-discussion,A-box

I tried this code: <https://play.rust-lang.org/?version=nightly&mode=release&edition=2021&gist=f7612dfa44bc15ef44bd7d759dce1b87>
```rust
pub fn demo(x: Box<i32>) -> Box<f32> {
    let i = *x;
    drop(x);
    let f = i as f32;
    Box::new(f)
}
```

Given that `i32` and `f32` have the same layout (at least on my target) I was hoping that the compiler would be able to -- as an optimization -- avoid the dealloc+alloc dance here.

But it looks like, right now at least, it doesn't re-use it even when the optimizer puts the `__rust_dealloc`+`__rust_alloc` right next to each other with matching layout arguments.  Obviously this wouldn't be guaranteed, but hopefully in a bunch of simple cases it could just work.
```llvm
; playground::demo
; Function Attrs: nounwind nonlazybind uwtable
define noalias nonnull align 4 float* @_ZN10playground4demo17h6a3fa9b52448831aE(i32* noalias nonnull align 4 %x) unnamed_addr #0 personality i32 (i32, i32, i64, %"unwind::libunwind::_Unwind_Exception"*, %"unwind::libunwind::_Unwind_Context"*)* @rust_eh_personality {
start:
  %i = load i32, i32* %x, align 4
  %_2.i.i.i.i = bitcast i32* %x to i8*
  tail call void @__rust_dealloc(i8* nonnull %_2.i.i.i.i, i64 4, i64 4) #4      // <-- HERE
  %0 = tail call dereferenceable_or_null(4) i8* @__rust_alloc(i64 4, i64 4) #4  // <-- HERE
  %1 = icmp eq i8* %0, null
  br i1 %1, label %bb3.i.i, label %"_ZN5alloc5boxed12Box$LT$T$GT$3new17hdd831c84a3ba3a35E.exit"

bb3.i.i:                                          ; preds = %start
; call alloc::alloc::handle_alloc_error
  tail call void @_ZN5alloc5alloc18handle_alloc_error17he10e441498789810E(i64 4, i64 4) #5
  unreachable

"_ZN5alloc5boxed12Box$LT$T$GT$3new17hdd831c84a3ba3a35E.exit": ; preds = %start
  %f = sitofp i32 %i to float
  %2 = bitcast i8* %0 to float*
  store float %f, float* %2, align 4
  ret float* %2
}
```

cc #93653, about APIs to do this manually
Repository: terminal
Issue: UI nits from WinUI Controlsv2
Labels: Area-UserInterface,Product-Terminal,Issue-Scenario

In Terminal 1.13 we updated our version of WinUI to closer align with the Windows 11 styles. (in technical terms, we updated to ControlsV2). This had a variety of minor visual artifacts associated with it:


* [x] #12395
  - upstream discussion: https://github.com/microsoft/microsoft-ui-xaml/issues/6684
  - potential workaround: https://github.com/microsoft/terminal/issues/9218
  - fixed in #12608
* [ ] New Tab icons aren't quite the right size: https://github.com/microsoft/terminal/issues/12395#issuecomment-1030874694
* [x] #12398
  - Upstream: https://github.com/microsoft/microsoft-ui-xaml/issues/6685
* [x] #12350
* [ ] #12388
  - Also includes:
  - [ ] #13285
  - [ ] #13068
  - [x] #9775
  - [x] #13428
* [x] Colors are inconsistent between active tab, nav view, and tab content
  - ![terminal-winui2 6-colors](https://user-images.githubusercontent.com/48369326/153054807-07b8be24-b0dc-477c-b5b7-0cfa6a351811.png)
  - But actually, that's just how it is in Xaml Controls Gallery too: 
    ![image](https://user-images.githubusercontent.com/18356694/156260918-bdd8393a-c605-44ae-90c1-008101cc651d.png)
* [x] #12574
* [x] #13495

Relevant PRS:
* #12241
* #11720
* #12144
* #12287
* #12326
* #12374
* #12376
* #12381
Repository: godot
Issue: Audio sometimes (very rarely) plays a loud cracking burst instead of the intended sound
Labels: bug,needs testing,topic:audio

### Godot version

3.4.2.stable.official

### System information

Windows 10, GLES3, Intel i9

### Issue description

Very rarely, when playign a specific ogg audio file, a very loud cracking sound plays instead, which fades over a a few seconds (up to 10). Feels like some sort of audio system overload or metldown.

### Steps to reproduce

We have not been able to reproduce and therefore we're never sure if it has been fixed.

Might be related to the Reverb AudioEffect.
We think it has always happened when playing a specific sound file, but not consistenly at all (theres been weeks and months without it ever happening). 

The issue has always (we think) happened with one of these audio files:
[audio_files.zip](https://github.com/godotengine/godot/files/8011328/audio_files.zip)

The Reverb has the following parameters:
![506dfeaf113b4279d59a18910c7f0e33](https://user-images.githubusercontent.com/10535306/152703616-d1142594-3393-4506-9d17-f190cd42c6d1.png)



### Minimal reproduction project

_No response_